fundamentals of computer graphics-5th
有关渲染的书籍太多了,我们没必要全都读完,但可以看看目录去寻找自己感兴趣或者恰好需要实现的相关内容,所以特意总结和翻译了相关书籍的目录收录在此专栏中,因为很多章节并未读过以及个人知识面的浅薄,所以可能翻译有差错,欢迎指出。我会逐渐对我看过和实践过的章节进行翻译或总结并补充链接到以下目录中。
1 介绍Introduction
1.1 图形领域Graphics Areas
1.2 主要应用Major Applications
1.3 图形API Graphics APIs
1.4 图形管线Graphics Pipeline
1.5 数值问题Numerical Issues
1.6 效率Efficiency
1.7 设计和编码图形程序Designing and Coding Graphics Programs
2 五花八门的数学Miscellaneous Math
2.1 集合和映射Sets and Mappings
2.2 求解二次方程Solving Quadratic Equations
2.3 三角函数Trigonometry
2.4 向量Vectors
2.5 积分Integration
2.6 密度函数Density Functions
2.7 曲线和曲面Curves and Surfaces
2.8 线性插值Linear Interpolation
2.9 三角形Triangles
2.10 离散概率Discrete probability
2.11 连续概率Continuous probability
2.12 蒙特卡洛积分Monte Carlo Integration
3 光栅图像Raster Images
3.1 光栅设备Raster Devices
3.2 图像、像素和几何Images, Pixels, and Geometry
3.3 RGB颜色RGB Color
3.4 透明度混合Alpha Compositing
4 光线跟踪Ray Tracing
4.1 基础光线跟踪算法The Basic Ray-Tracing Algorithm
4.2 透视Perspective
4.3 计算视线Computing Viewing Rays
4.4 射线与物体相交Ray-Object Intersection
4.5 着色Shading
4.6 历史遗留问题Historical Notes
5 表面着色Surface Shading
5.1 点状光源Point-like light sources
5.2 基本反射模型Basic reflection models
5.3 环境照明Ambient illumination
6 线性代数Linear Algebra
6.1 行列式Determinants
6.2 矩阵Matrices
6.3 使用矩阵和行列式计算Computing with Matrices and Determinants
6.4 特征值和矩阵对角式Eigenvalues and Matrix Diagonalization
7 变换矩阵Transformation Matrices
7.1 2D线性变换2D Linear Transformations
7.2 3D线性变换3D Linear Transformations
7.3 平移和仿射变换Translation and Affine Transformations
7.4 变换矩阵的逆Inverses of Transformation Matrices
7.5 坐标变换Coordinate Transformations
8 视图Viewing
8.1 视图变换Viewing Transformations
8.2 投影变换Projective Transformations
8.3 透视投影Perspective Projection
8.4 一些透视变换的属性Some Properties of the Perspective Transform
8.5 视野Field-of-View
9 图形管线The Graphics Pipeline
9.1 光栅化Rasterization
9.2 光栅化前后的操作Operations Before and After Rasterization
9.3 简单的抗锯齿Simple Antialiasing
9.4 剔除图元提高效率Culling Primitives for Efficiency
10 信号处理Signal Processing
10.1 数字化音频:1维采样Digital Audio: Sampling in 1D
10.2 卷积Convolution
10.3 卷积滤波器Convolution Filters
10.4 图像信号处理Signal Processing for Images
10.5 采样理论Sampling Theory
11 纹理映射Texture Mapping
11.1 查找纹理值Looking Up Texture Values
11.2 纹理坐标函数Texture Coordinate Functions
11.3 抗锯齿纹理查询Antialiasing Texture Lookups
11.4 纹理映射的应用Applications of Texture Mapping
11.5 程序性3D纹理Procedural 3D Textures
12 图形数据结构Data Structures for Graphics
12.1 三角网格Triangle Meshes
12.2 场景结构Scene Graphs
12.3 空间数据结构Spatial Data Structures
12.4 基于BSP树的可见性BSP Trees for Visibility
12.5 平铺多维数组Tiling Multidimensional Arrays
13 采样Sampling
13.1 积分Integration
13.2 连续概率Continuous Probability
13.3 蒙特卡洛积分Monte Carlo Integration
13.4 选择随机点Choosing Random Points
14 基于物理的渲染Physics-Based Rendering
14.1 光子Photons
14.2 光滑金属Smooth Metals
14.3 光滑电介质Smooth Dielectrics
14.4 具有次表面散射的电介质Dielectrics with Subsurface Scattering
14.5 一个粗暴的光子追踪器A Brute Force Photon Tracer
14.6 辐射度量学Radiometry
14.7 散射辐射度量学Radiometry of Scattering
14.8 传递方程Transport Equation
14.9 现实中的材质Materials in Practice
14.10 蒙特卡罗光线追踪Monte Carlo Ray Tracing
15 曲线Curves
15.1 曲线Curves
15.2 曲线属性Curve Properties
15.3 多项式部分Polynomial Pieces
15.4 结合多项式部分Putting Pieces Together
15.5 三次曲线Cubics
15.6 逼近曲线Approximating Curves
15.7 总结Summary
16 计算机动画Computer Animation
16.1 动画的原理Principles of Animation
16.2 关键帧Keyframing
16.3 变形Deformations
16.4 角色动画Character Animation
16.5 基于物理的动画Physics-Based Animation
16.6 程序化技术Procedural Techniques
16.7 对象组Groups of Objects
17 使用图形硬件Using Graphics Hardware
17.1 硬件概述Hardware Overview
17.2 什么是图形硬件What Is Graphics Hardware
17.3 异构多处理器Heterogeneous Multiprocessing
17.4 图形硬件编程:缓冲区,状态和着色器Graphics Hardware Programming: Buffers,State,and Shaders
17.5 状态机State Machine
17.6 基础的OpenGL应用布局Basic OpenGL Application Layout
17.7 几何Geometry
17.8 初看着色器A First Look at Shaders
17.9 顶点缓冲区对象Vertex Buffer Objects
17.10 顶点数组对象Vertex Array Objects
17.11 变换矩阵Transformation Matrices
17.12 逐顶点属性着色Shading with Per-Vertex Attributes
17.13 片元程序中着色Shading in the Fragment Processor
17.14 网格与实例化Meshes and Instancing
17.15 纹理对象Texture Objects
17.16 面向对象的图形硬件程序设计Object-Oriented Design for Graphics Hardware Programming
17.17 继续的学习Continued Learning
18 颜色Color
18.1 色度学Colorimetry
18.2 色彩空间Color Spaces
18.3 色彩适应Chromatic Adaptation
18.4 外观颜色Color Appearance
19 视觉感知Visual Perception
19.1 视觉科学Vision Science
19.2 视觉灵敏度Visual Sensitivity
19.3 空间视觉Spatial Vision
19.4 对象、坐标和事件Objects,Locations,and Events
19.5 图像感觉Picture Perception
20 色阶重构Tone Reproduction
20.1 分类Classification
20.2 动态范围Dynamic Range
20.3 颜色Color
20.4 成像Image Formation
20.5 基于频率运算符Frequency-Based Operators
20.6 梯度域运算符Gradient-Domain Operators
20.7 空间运算符Spatial Operators
20.8 划分Division
20.9 S型曲线函数Sigmoids
20.10 其他方法Other Approaches
20.11 夜间色调映射Night Tonemapping
20.12 讨论Discussion
21 隐式建模Implicit Modeling
21.1 隐式函数、骨架基元、求和混合Implicit Functions, Skeletal Primitives, and Summation Blending
21.2 渲染Rendering
21.3 空间划分Space Partitioning
21.4 混合的更多内容More on Blending
21.5 构造实体几何Constructive Solid Geometry
21.6 弯曲Warping
21.7 精确的接触建模Precise Contact Modeling
21.8 The BlobTree
21.9 交互式隐式建模系统Interactive Implicit Modeling Systems
22 游戏中的计算机图形学Computer Graphics in Games
22.1 平台Platforms
22.2 有限的资源Limited Resources
22.3 优化技术Optimization Techniques
22.4 游戏类型Game Types
22.5 游戏制作流程The Game Production Process
23 可视化Visualization
23.1 背景Background
23.2 数据类型Data Types
23.3 以人为中心的设计过程(Human-Centered Design Process
23.4 视觉编码原则Visual Encoding Principles
23.5 互动原则Interaction Principles
23.6 复合视图和相邻视图Composite and Adjacent Views
23.7 数据简化Data Reduction
23.8 示例Examples |