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1 | (4) |
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1 | (2) |
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1.2 Prerequisite Knowledge |
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3 | (1) |
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3 | (1) |
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1.4 Supplementary Material |
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4 | (1) |
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References and Further Reading |
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4 | (1) |
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5 | (28) |
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6 | (1) |
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7 | (4) |
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11 | (3) |
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14 | (1) |
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15 | (5) |
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2.5.1 Face-Based Data Structure |
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15 | (2) |
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2.5.2 Winged-Edge Data Structure |
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17 | (1) |
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2.5.3 Half-Edge Data Structure |
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18 | (2) |
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20 | (5) |
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20 | (2) |
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22 | (1) |
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22 | (3) |
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2.7 Surface Normal Computation |
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25 | (3) |
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2.8 Bounding Box Computation |
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28 | (1) |
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2.9 Triangle Adjacency Primitive |
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29 | (2) |
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31 | (1) |
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References and Further Reading |
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32 | (1) |
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3 Mesh Processing Algorithms |
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33 | (40) |
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33 | (9) |
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34 | (5) |
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39 | (1) |
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3.1.3 Edge Collapse Operation |
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40 | (1) |
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3.1.4 Mesh Simplification Using OpenMesh |
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41 | (1) |
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42 | (12) |
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3.2.1 Subdivision Curves: Interpolation Versus Approximation |
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42 | (3) |
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3.2.2 Subdivision of Polygonal Elements |
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45 | (1) |
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3.2.3 Butterfly Algorithm |
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46 | (2) |
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3.2.4 Charles-Loop Subdivision Algorithm |
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48 | (2) |
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50 | (1) |
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3.2.6 Catmull-Clark Subdivision |
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51 | (3) |
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3.3 Mesh Parameterization |
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54 | (9) |
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3.3.1 Barycentric Coordinates |
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55 | (2) |
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3.3.2 Barycentric Embedding |
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57 | (5) |
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3.3.3 Spherical Embedding |
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62 | (1) |
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63 | (6) |
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3.4.1 Shortest Distance and Projection |
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63 | (2) |
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3.4.2 Point Correspondence |
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65 | (2) |
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67 | (1) |
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3.4.4 Barycentric Mapping |
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68 | (1) |
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69 | (1) |
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References and Further Reading |
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70 | (3) |
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73 | (18) |
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74 | (1) |
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74 | (1) |
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4.3 Surface of Revolution |
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75 | (2) |
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77 | (2) |
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79 | (4) |
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79 | (2) |
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81 | (2) |
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4.6 Non-photorealistic Rendering |
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83 | (6) |
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89 | (1) |
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References and Further Reading |
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89 | (2) |
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91 | (38) |
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5.1 OpenGL-4 Tessellation Stages |
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91 | (12) |
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92 | (1) |
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5.1.2 Tessellation Control Shader |
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93 | (4) |
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5.1.3 Dynamic Level of Detail |
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97 | (1) |
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5.1.4 Tessellation Evaluation Shader |
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98 | (1) |
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99 | (3) |
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5.1.6 Lighting Calculations |
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102 | (1) |
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103 | (8) |
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5.2.1 A Patch-Based Terrain Model |
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103 | (5) |
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5.2.2 Micro-level Cracking |
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108 | (1) |
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5.2.3 Vertex Normal Computation |
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109 | (2) |
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5.3 Procedural Heightmap Generation |
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111 | (9) |
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111 | (1) |
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112 | (4) |
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5.3.3 Diamond-Square Algorithm |
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116 | (4) |
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5.4 Bezier Surface Patches |
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120 | (8) |
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124 | (1) |
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125 | (2) |
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127 | (1) |
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128 | (1) |
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References and Further Reading |
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128 | (1) |
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129 | (22) |
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6.1 Generalized Rotations |
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130 | (5) |
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6.1.1 Euler Angle Rotation |
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131 | (2) |
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6.1.2 Angle-Axis Rotation |
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133 | (2) |
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6.2 Overview of Quaternions |
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135 | (6) |
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135 | (2) |
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6.2.2 Quaternion Transformation |
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137 | (1) |
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6.2.3 Quaternion Rotation |
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138 | (3) |
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141 | (4) |
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6.3.1 Linear Interpolation of Rotations |
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141 | (3) |
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6.3.2 Quaternion Spherical Linear Interpolation (SLERP) |
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144 | (1) |
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6.4 Quaternion Derivative |
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145 | (1) |
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146 | (1) |
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6.6 Assimp Quaternion Class |
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146 | (3) |
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149 | (1) |
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References and Further Reading |
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149 | (2) |
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151 | (36) |
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152 | (6) |
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7.1.1 Model Transformations |
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152 | (2) |
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7.1.2 A 2D Skeletal Structure |
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154 | (4) |
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158 | (1) |
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158 | (5) |
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163 | (6) |
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7.4.1 Updating Node Matrices |
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164 | (2) |
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7.4.2 Updating the Display |
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166 | (2) |
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7.4.3 Quaternion--Euler Angle Conversion |
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168 | (1) |
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169 | (11) |
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172 | (2) |
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7.5.2 Vertex Transformation |
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174 | (3) |
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7.5.3 Keyframe Interpolation |
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177 | (3) |
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180 | (3) |
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7.7 Animation Retargeting |
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183 | (2) |
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185 | (1) |
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References and Further Reading |
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186 | (1) |
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187 | (12) |
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187 | (2) |
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189 | (8) |
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8.2.1 Cyclic Coordinate Descent |
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189 | (2) |
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191 | (2) |
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193 | (4) |
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197 | (1) |
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References and Further Reading |
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198 | (1) |
Index |
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199 | |