i
i
i
i
i
i
i
i
1.1. Contents Overview 3
Chapter 2, The Graphics Rendering Pipeline. This chapter deals with the
heart of real-time rendering, the mechanism that takes a scene description
and converts it into something we can see.
Chapter 3, The Graphics Processing Unit. The modern GPU implements
the stages of the rendering pipeline using a combination of fixed-function
and programmable units.
Chapter 4, Transforms. Transforms are the basic tools for manipulating
the position, orientation, size, and shape of objects and the location and
view of the camera.
Chapter 5, Visual Appearance. This chapter begins discussion of the defi-
nition of materials and lights and their use in achieving a realistic surface
appearance. Also covered are other appearance-related topics, such as pro-
viding higher image quality through antialiasing and gamma correction.
Chapter 6, Texturing. One of the most powerful tools for real-time ren-
dering is the ability to rapidly access and display data such as images on
surfaces. This chapter discusses the mechanics of this technique, called
texturing, and presents a wide variety of methods for applying it.
Chapter 7, Advanced Shading. This chapter discusses the theory and prac-
tice of correctly representing materials and the use of point light sources.
Chapter 8, Area and Environmental Lighting. More elaborate light sources
and algorithms are explored in this chapter.
Chapter 9, Global Illumination. Shadow, reflection, and refraction algo-
rithms are discussed, as well as such topics as radiosity, ray tracing, pre-
computed lighting, and ambient occlusion.
Chapter 10, Image-Based Effects. Polygons are not always the fastest or
most realistic way to describe objects or phenomena such as lens flares or
fire. In this chapter, alternate representations based on using images are
discussed. Post-processing effects such as high-dynamic range rendering,
motion blur, and depth of field are also covered.
Chapter 11, Non-Photorealistic Rendering. Attempting to make a scene
look realistic is only one way of rendering it. This chapter discusses other
styles, such as cartoon shading.
Chapter 12, Polygonal Techniques. Geometric data comes from a wide
range of sources, and sometimes requires modification in order to be ren-
dered rapidly and well. This chapter discusses polygonal data and ways to
clean it up and simplify it. Also included are more compact representations,
such as triangle strips, fans, and meshes.