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1 From Ancient Greeks to Pixels |
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1 | (24) |
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1.1 Drawing with Computer |
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1 | (5) |
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1.1.1 How We See the World |
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1 | (1) |
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2 | (1) |
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3 | (2) |
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1.1.4 Storing Images in Computers |
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5 | (1) |
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1.2 From "Earth Measuring" to Computer Graphics |
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6 | (4) |
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1.2.1 Evolution of Geometry |
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6 | (2) |
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1.2.2 Computer Graphics and Beyond |
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8 | (2) |
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1.3 We Need Digits to Draw with Computer |
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10 | (9) |
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1.3.1 2D Cartesian Coordinates |
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11 | (1) |
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11 | (3) |
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1.3.3 3D Cartesian Coordinates |
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14 | (1) |
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1.3.4 Cylindrical Coordinates |
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15 | (1) |
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1.3.5 Spherical Coordinates |
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16 | (1) |
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1.3.6 Visualization Pipeline |
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16 | (3) |
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19 | (3) |
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19 | (1) |
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1.4.2 Rendering Geometry to Images |
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20 | (1) |
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1.4.3 Mathematical Functions in Geometric Modeling |
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20 | (2) |
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22 | (1) |
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23 | (2) |
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25 | (60) |
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25 | (1) |
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26 | (1) |
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26 | (16) |
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27 | (3) |
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30 | (3) |
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33 | (4) |
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37 | (3) |
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2.3.5 Three-Dimensional Curves |
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40 | (2) |
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42 | (21) |
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43 | (5) |
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48 | (1) |
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49 | (2) |
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51 | (4) |
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2.4.5 Making Surfaces by Sweeping Curves |
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55 | (8) |
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63 | (19) |
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2.5.1 Defining Solids by Parametric Functions |
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64 | (9) |
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2.5.2 Constructive Solid Geometry by Functions |
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73 | (9) |
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82 | (1) |
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83 | (2) |
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85 | (38) |
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3.1 Mathematics of Transformations |
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85 | (2) |
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3.2 Matrix Representation of Affine Transformations |
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87 | (7) |
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3.2.1 Homogeneous Coordinates |
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87 | (1) |
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3.2.2 Identity Transformation |
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88 | (1) |
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3.2.3 Scaling and Reflection |
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89 | (2) |
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91 | (1) |
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91 | (3) |
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94 | (1) |
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3.3 Composition of Transformations |
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94 | (13) |
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3.3.1 Rotation About a Point |
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95 | (1) |
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3.3.2 Scaling and Reflection About Points and Lines in 2D Space |
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95 | (2) |
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3.3.3 Deriving Matrix of an Arbitrary 2D Affine Transformation |
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97 | (1) |
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3.3.4 Rotation About an Axis |
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97 | (5) |
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3.3.5 Reflections About Any Point, Axis, or Plane in 3D Space |
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102 | (2) |
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3.3.6 Deriving Matrix of an Arbitrary 3D Affine Transformation |
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104 | (1) |
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3.3.7 Matrix Algebra Laws |
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105 | (1) |
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3.3.8 Definition of Sweeping by Transformation Matrices |
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106 | (1) |
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3.4 Projection Transformations |
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107 | (13) |
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3.4.1 Implementations of Projection Transformations |
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108 | (1) |
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3.4.2 Classifications of Projection Transformations |
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109 | (3) |
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3.4.3 Parallel Orthographic Projections |
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112 | (1) |
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3.4.4 Axonometric Parallel Projections |
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112 | (1) |
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3.4.5 Perspective Projections |
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112 | (4) |
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3.4.6 Axonometric Perspective Projections |
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116 | (1) |
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3.4.7 Projections on Any Plane |
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117 | (1) |
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118 | (1) |
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118 | (2) |
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120 | (1) |
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121 | (2) |
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123 | (20) |
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123 | (8) |
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123 | (4) |
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4.1.2 Animating Shape Definitions |
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127 | (1) |
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4.1.3 Time-Dependent Affine Transformations |
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128 | (2) |
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130 | (1) |
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4.2 Physically Based Motion Specifications |
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131 | (10) |
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4.2.1 Motion with Constant Acceleration |
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131 | (3) |
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4.2.2 Motion Under Gravity |
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134 | (4) |
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138 | (3) |
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141 | (1) |
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141 | (2) |
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5 Adding Visual Appearance to Geometry |
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143 | (18) |
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143 | (1) |
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144 | (6) |
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146 | (1) |
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146 | (1) |
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5.2.3 Specular Reflection |
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147 | (1) |
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148 | (2) |
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150 | (3) |
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150 | (1) |
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151 | (1) |
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152 | (1) |
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5.4 Shadows and Transparency |
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153 | (1) |
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154 | (3) |
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157 | (1) |
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158 | (2) |
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160 | (1) |
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6 Putting Everything Together |
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161 | (16) |
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6.1 Interactive and Real-Time Rendering |
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161 | (1) |
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6.2 Positioning the Observer |
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161 | (6) |
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162 | (2) |
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164 | (2) |
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166 | (1) |
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6.3 Fast Rendering of Large Scenes |
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167 | (8) |
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6.3.1 Hierarchical Representation |
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167 | (1) |
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6.3.2 Current Transformation Matrix |
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168 | (1) |
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6.3.3 Logical and Spatial Organizations |
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169 | (2) |
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171 | (1) |
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172 | (3) |
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175 | (1) |
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176 | (1) |
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177 | (68) |
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7.1 Programing Computer Graphics and Visualization |
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177 | (1) |
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177 | (35) |
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7.2.1 Introduction to OpenGL |
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177 | (4) |
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7.2.2 Interaction with GLUT |
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181 | (1) |
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7.2.3 Drawing Parametric Shapes with OpenGL |
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182 | (11) |
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7.2.4 Animation and Surface Morphing with OpenGL and GLUT |
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193 | (3) |
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7.2.5 Interactive Solid Modeling with OpenGL and GLUT |
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196 | (16) |
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212 | (9) |
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7.3.1 The Persistence of Vision Ray Tracer |
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212 | (6) |
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7.3.2 Function-Based Shape Modeling with POV-Ray |
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218 | (3) |
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7.4 Drawing with VRML/X3D |
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221 | (19) |
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7.4.1 Introduction to VRML |
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221 | (5) |
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7.4.2 Introduction to X3D |
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226 | (1) |
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7.4.3 Function-Based Extension of VRML |
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226 | (6) |
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7.4.4 Function-Based Extension of X3D |
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232 | (8) |
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7.5 Drawing with Shape Explorer |
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240 | (3) |
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243 | (1) |
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243 | (2) |
Index |
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245 | |