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PART II: Basic Techniques
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PART II: Basic Techniques
by David Blythe, Tom McReynolds
Advanced Graphics Programming Using OpenGL
Cover image
Title page
Table of Contents
The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
Copyright
Dedication
Preface
Acknowledgments
Biographies
PART I: Concepts
Chapter 1: Geometry Representation and Modeling
1.1 Polygonal Representation
1.2 Decomposition and Tessellation
1.3 Shading Normals
1.4 Triangle Stripping
1.5 Vertices and Vertex Arrays
1.6 Modeling vs. Rendering Revisited
Chapter 2: 3D Transformations
2.1 Data Representation
2.2 Overview of the Transformation Pipeline
2.3 Normal Transformation
2.4 Texture Coordinate Generation and Transformation
2.5 Modeling Transforms
2.6 Visualizing Transform Sequences
2.7 Projection Transform
2.8 The Z Coordinate and Perspective Projection
2.9 Vertex Programs
2.10 Summary
Chapter 3: Color, Shading, and Lighting
3.1 Representing Color
3.2 Shading
3.3 Lighting
3.4 Fixed-Point and Floating-Point Arithmetic
3.5 Summary
Chapter 4: Digital Images and Image Manipulation
4.1 Image Representation
4.2 Digital Filtering
4.3 Convolution
4.4 Images in OpenGL
4.5 Positioning Images
4.6 Pixel Store Operations
4.7 Pixel Transfer Operations
4.8 ARB Imaging Subset
4.9 Off-Screen Processing
4.10 Summary
Chapter 5: Texture Mapping
5.1 Loading Texture Images
5.2 Texture Coordinates
5.3 Loading Texture Images from the Frame Buffer
5.4 Environment Mapping
5.5 3D Texture
5.6 Filtering
5.7 Additional Control of Texture Level of Detail
5.8 Texture Objects
5.9 Multitexture
5.10 Texture Environment
5.11 Summary
Chapter 6: Rasterization and Fragment Processing
6.1 Rasterization
6.2 Fragment Operations
6.3 Framebuffer Operations
6.4 Summary
Chapter 7: Window System and Platform Integration
7.1 Renderer and Window State
7.2 Address Space and Threads
7.3 Anatomy of a Window
7.4 Off-Screen Rendering
7.5 Rendering to Texture Maps
7.6 Direct and Indirect Rendering
Chapter 8: OpenGL Implementations
8.1 OpenGL Versions
8.2 OpenGL Extensions
8.3 OpenGL ES for Embedded Systems
8.4 OpenGL Pipeline Evolution
8.5 Hardware Implementations of the Pipeline
8.6 The Future
PART II: Basic Techniques
Chapter 9: Multiple Rendering Passes
9.1 Invariance
9.2 Multipass Overview
9.3 The Multipass Toolbox
9.4 Multipass Limitations
9.5 Multipass vs. Micropass
9.6 Deferred Shading
9.7 Summary
Chapter 10: Antialiasing
10.1 Full-Scene Antialiasing
10.2 Supersampling
10.3 Area Sampling
10.4 Line and Point Antialiasing
10.5 Antialiasing with Textures
10.6 Polygon Antialiasing
10.7 Temporal Antialiasing
10.8 Summary
Chapter 11: Compositing, Blending, and Transparency
11.1 Combining Two Images
11.2 Other Compositing Operators
11.3 Keying and Matting
11.4 Blending Artifacts
11.5 Compositing Images with Depth
11.6 Other Blending Operations
11.7 Dissolves
11.8 Transparency
11.9 Alpha-Blended Transparency
11.10 Screen-Door Transparency
11.11 Summary
Chapter 12: Image Processing Techniques
12.1 OpenGL Imaging Support
12.2 Image Storage
12.3 Point Operations
12.4 Region-based Operations
12.5 Reduction Operations
12.6 Convolution
12.7 Geometric Operations
12.8 Image-Based Depth of Field
12.9 High-Dynamic Range Imaging
12.10 Summary
Chapter 13: Basic Transform Techniques
13.1 Computing Inverse Transforms Efficiently
13.2 Stereo Viewing
13.3 Depth of Field
13.4 Image Tiling
13.5 Billboarding Geometry
13.6 Texture Coordinate vs. Geometric Transformations
13.7 Interpolating Vertex Components through a Perspective Transformation
13.8 Summary
Chapter 14: Texture Mapping Techniques
14.1 Loading Texture Images into a Framebuffer
14.2 Optimizing Texture Coordinate Assignment
14.3 3D Textures
14.4 Texture Mosaics
14.5 Texture Tiling
14.6 Texture Paging
14.7 Prefiltered Textures
14.8 Dual-Paraboloid Environment Mapping
14.9 Texture Projection
14.10 Texture Color Coding and Contouring
14.11 2D Image Warping
14.12 Texture Animation
14.13 Detail Textures
14.14 Texture Sharpening
14.15 Mipmap Generation
14.16 Texture Map Limits
14.17 Summary
Chapter 15: Lighting Techniques
15.1 Limitations in Vertex Lighting
15.2 Fragment Lighting Using Texture Mapping
15.3 Spotlight Effects Using Projective Textures
15.4 Specular Lighting Using Environment Maps
15.5 Light Maps
15.6 BRDF-based Lighting
15.7 Reflectance Maps
15.8 Per-fragment Lighting Computations
15.9 Other Lighting Models
15.10 Bump Mapping with Textures
15.11 Normal Maps
15.12 Bump-mapped Reflections
15.13 High Dynamic Range Lighting
15.14 Global Illumination
15.15 Summary
PART III: Advanced Techniques
Chapter 16: CAD and Modeling Techniques
16.1 Picking and Highlighting
16.2 Culling Techniques
16.3 Occlusion Culling
16.4 Geometric Level of Detail
16.5 Visualizing Surface Orientation
16.6 Visualizing Surface Curvature
16.7 Line Rendering Techniques
16.8 Coplanar Polygons and Decaling
16.9 Capping Clipped Solids
16.10 Constructive Solid Geometry
Chapter 17: Scene Realism
17.1 Reflections
17.2 Refraction
17.3 Creating Environment Maps
17.4 Shadows
17.5 Summary
Chapter 18: Natural Detail
18.1 Particle Systems
18.2 Dynamic Meshes
18.3 Procedural Texture Generation
18.4 Summary
Chapter 19: Illustration and Artistic Techniques
19.1 Projections for Illustration
19.2 Nonphotorealistic Lighting Models
19.3 Edge Lines
19.4 Cutaway Views
19.5 Depth Cuing
19.6 Patterns and Hatching
19.7 2D Drawing Techniques
19.8 Text Rendering
19.9 Drawing and Painting
19.10 Summary
Chapter 20: Scientific Visualization
20.1 Mapping Numbers to Pictures
20.2 Visual Cues and Perception
20.3 Data Characterization
20.4 Point Data Visualization
20.5 Scalar Field Visualization
20.6 Vector Field Visualization
20.7 Tensor Field Visualization
20.8 Summary
Chapter 21: Structuring Applications for Performance
21.1 Structuring Graphics Processing
21.2 Managing Frame Time
21.3 Application Performance Tuning
21.4 Summary
Using OpenGL Extensions
Equations
Bibliography
Subject Index
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Chapter 8: OpenGL Implementations
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Chapter 9: Multiple Rendering Passes
PART II
Basic Techniques
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