Computer Graphics
Version 2.00
January 2001
Part I
Computer Graphics Principles
Buffers and Images
Pixel to Bit Mappings
Rendering
Buffers
Manipulating buffers in OpenGL
Manipulating Images
Points, Lines and Polygons
Drawing Points and Lines
Drawing with OpenGL
Constructs for Graphics
Coordinate System
Points
Vectors
Matrices
Homogeneous Coordinates
Quaternions
Calculating Normal Vectors
Object Transformations
Translation
Scaling
Rotation
Shearing
Concatenation of Transformations
Object Transformations in OpenGL
Concatenating Transformations in Practice
Projection Transformations
Perspective Transformations
Projections
Projection Transformations in OpenGL
Colour Models
Seeing in colour
Measuring colour
Chromaticity
Colour models
Colour output
Monitor gamut
Factors affecting monitor quality
Video circuitry
Gamma correction
Usage of colour
Quantization and Dithering
Quantization
Dithering
Half tones
Hidden Surface Removal
Culling Polygon Faces
Hidden-Surface Removal
Lighting
Local illumination models
Lighting in OpenGL
Shading
Shading surfaces
Shading in OpenGL
Mapping
Texture Mapping
Environment Mapping
Bump Mapping
Mapping in OpenGL
Global Illumination
The optics of transparency
Ray-tracing
Image aliasing
Radiosity
Part II
Selected Topics
OpenGL: Applications of the Buffers
Fragment operations in OpenGL
Stencil Buffer
Accumulation Buffer
OpenGL: Special Effects
Blending
Anti-aliasing
Fog
Shadows
OpenGL: Tips and Tricks
Texture-Mapping Applications
Special Effects
Wireframe Rendering
Virtual Reality
Interaction in Virtual Reality
Representing Worlds/Environments
Applications of Virtual Reality
Animation
Skeletons
Free-Form Deformations
Kinematics and Inverse Kinematics
Motion Capture
Rendering Natural Effects
Particle Systems
Rendering Fire and Explosions
Plants
Unscripted Motion
Image Manipulation
Selection
Layers
Image enhancement
Object Modelling
The OFF File Format
Coherence
Types of coherence
Exploiting Coherence
Data structures for coherence
References
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