书目详情:
Front CoverAdvanced Graphics Programming Using OpenGLCopyright PageContentsPrefaceAcknowledgmentsBiographiesPart I: ConceptsChapter 1. Geometry Representation and Modeling1.1 Polygonal Representation1.2 Decomposition and Tessellation1.3 Shading Normals1.4 Triangle Stripping1.5 Vertices and Vertex Arrays1.6 Modeling vs. Rendering RevisitedChapter 2. 3D Transformations2.1 Data Representation2.2 Overview of the Transformation Pipeline2.3 Normal Transformation2.4 Texture Coordinate Generation and Transformation2.5 Modeling Transforms2.6 Visualizing Transform Sequences2.7 Projection Transform2.8 The Z Coordinate and Perspective Projection2.9 Vertex Programs2.10 SummaryChapter 3. Color, Shading, and Lighting3.1 Representing Color3.2 Shading3.3 Lighting3.4 Fixed-Point and Floating-Point Arithmetic3.5 SummaryChapter 4.Digital Images and Image Manipulation4.1 Image Representation4.2 Digital Filtering4.3 Convolution4.4 Images in OpenGL4.5 Positioning Images4.6 Pixel Store Operations4.7 Pixel Transfer Operations4.8 ARB Imaging Subset4.9 Off-Screen Processing4.10 SummaryChapter 5. Texture Mapping5.1 Loading Texture Images5.2 Texture Coordinates5.3 Loading Texture Images from the Frame Buffer5.4 Environment Mapping5.5 3D Texture5.6 Filtering5.7 Additional Control of Texture Level of Detail5.8 Texture Objects5.9 Multitexture5.10 Texture Environment5.11 SummaryChapter 6. Rasterization and Fragment Processing6.1 Rasterization6.2 Fragment Operations6.3 Framebuffer Operations6.4 SummaryChapter 7. Window System and Platform Integration7.1 Renderer and Window State7.2 Address Space and Threads7.3 Anatomy of a Window7.4 Off-Screen Rendering7.5 Rendering to Texture Maps7.6 Direct and Indirect RenderingChapter 8. OpenGL Implementations8.1 OpenGL Versions8.2 OpenGL Extensions8.3 OpenGL ES for Embedded Systems8.4 OpenGL Pipeline Evolution8.5 Hardware Implementations of the Pipeline8.6 The FuturePart II: Basic TechniquesChapter 9. Multiple Rendering Passes9.1 Invariance9.2 Multipass Overview9.3 The Multipass Toolbox9.4 Multipass Limitations9.5 Multipass vs. Micropass9.6 Deferred Shading9.7 SummaryChapter 10. Antialiasing10.1 Full-Scene Antialiasing10.2 Supersampling10.3 Area Sampling10.4 Line and Point Antialiasing10.5 Antialiasing with Textures10.6 Polygon Antialiasing10.7 Temporal Antialiasing10.8 SummaryChapter 11. Compositing, Blending, and Transparency11.1 Combining Two Images11.2 Other Compositing Operators11.3 Keying and Matting11.4 Blending Artifacts11.5 Compositing Images with Depth11.6 Other Blending Operations11.7 Dissolves11.8 Transparency11.9 Alpha-Blended Transparency11.10 Screen-Door Transparency11.11 SummaryChapter 12. Image Processing Techniques12.1 OpenGL Imaging Support12.2 Image Storage12.3 Point Operations12.4 Region-based Operations12.5 Reduction Operations12.6 Convolution12.7 Geometric Operations12.8 Image-Based Depth of Field12.9 High Dynamic Range Imaging12.10 SummaryChapter 13. Basic Transform Techniques13.1 Computing Inverse Transforms Efficiently13.2 Stereo Viewing13.3 Depth of Field13.4 Image Tiling13.5 Billboarding Geometry13.6 Texture Coordinate vs. Geometric Transformations13.7 Interpolating Vertex Components through a Perspective Transformation13.8 SummaryChapter 14. Texture Mapping Techniques14.1 Loading Texture Images into a Framebuffer14.2 Optimizing Texture Coordinate Assignment14.3 3D Textures14.4 Texture Mosaics14.5 Texture Tiling14.6 Texture Paging14.7 Prefiltered Textures14.8 Dual-Paraboloid Environment Mapping14.9 Texture Projection14.10 Texture Color Coding and Contouring14.11 2D Image Warping14.12 Texture Animation14.13 Detail Textures14.14 Texture Sharpening14.15 Mipmap Generation14.16 Texture Map Limits14.17 SummaryChapter 15. Lighting Techniques15.1 Limitations in Vertex Lighting15.2 Fragment Lighting Using Texture Mapping15.3 Spotlight Effects Using Projective Textures15.4 Specular Lighting Using Environment Maps15.5 Light Maps15.6 BRDF-based Lighting15.7 Reflectance Maps15.8 Per-fragment Lighting Computations15.9 Other Lighting Models15.10 Bump Mapping with Textures15.11 Normal Maps15.12 Bump-mapped Reflections15.13 High Dynamic Range Lighting15.14 Global Illumination15.15 SummaryPart III: Advanced TechniquesChapter 16. CAD and Modeling Techniques16.1 Picking and Highlighting16.2 Culling Techniques16.3 Occlusion Culling16.4 Geometric Level of Detail16.5 Visualizing Surface Orientation16.7 Line Rendering Techniques16.8 Coplanar Polygons and Decaling16.9 Capping Clipped Solids16.10 Constructive Solid GeometryChapter 17. Scene Realism17.1 Reflections17.2 Refraction17.3 Creating Environment Maps17.4 Shadows17.5 SummaryChapter 18. Natural Detail18.1 Particle Systems18.2 Dynamic Meshes18.3 Procedural Texture Generation18.4 SummaryChapter 19. Illustration and Artistic Techniques19.1 Projections for Illustration19.2 Nonphotorealistic Lighting Models19.3 Edge Lines19.4 Cutaway Views19.5 Depth Cuing19.6 Patterns and Hatching19.7 2D Drawing Techniques19.8 Text Rendering19.9 Drawing and Painting19.10 SummaryChapter 20. Scientific Visualization20.1 Mapping Numbers to Pictures20.2 Visual Cues and Perception20.3 Data Characterization20.4 Point Data Visualization20.5 Scalar Field Visualization20.6 Vector Field Visualization20.7 Tensor Field Visualization20.8 SummaryChapter 21. Structuring Applications for Performance21.1 Structuring Graphics Processing21.2 Managing Frame Time21.3 Application Performance Tuning21.4 SummaryAppendix A. Using OpenGL ExtensionsA.1 How OpenGL Extensions are DocumentedA.2 Finding OpenGL Extension SpecificationsA.3 How to Read an OpenGL Extension SpecificationA.4 Portable Use of OpenGL ExtensionsA.5 Using Extension Function PointersAppendix B EquationsB.1 3D VectorsB.2 Projection MatricesB.3 Viewing TransformsB.4 Modeling TransformsB.5 Parallel and Perpendicular VectorsB.6 Reflection VectorB.7 Lighting EquationsB.8 Function ApproximationsBibliographySubject Index
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