ISBN13:978-0122290633 ISBN10: 0122290631 Edition/Copyright: 2ND 06 Cover: Hardback Publisher: Morgan Kaufmann Publishers, Inc. Published: 11/06/2006 International: No
View Table of Contents
Preface 1 Introduction
2 The Graphics System
2.1 The Foundation
2.1.1 Coordinate Systems 2.1.2 Handedness and Cross Products 2.1.3 Points and Vectors
2.2.1 Linear Transformations 2.2.2 Affine Transformations 2.2.3 Projective Transformations 2.2.4 Properties of Perspective Projection 2.2.5 Homogeneous Points and Matrices
2.3.1 The Perspective Camera Model 2.3.2 Model or Object Space 2.3.3 World Space 2.3.4 View, Camera, or Eye Space 2.3.5 Clip, Projection, or Homogeneous Space 2.3.6 Window Space 2.3.7 Putting Them All Together
2.4 Culling and Clipping
2.4.1 Object Culling 2.4.2 Back Face Culling 2.4.3 Clipping to the View Frustum
2.5.1 Line Segments 2.5.2 Circles 2.5.3 Ellipses 2.5.4 Triangles
2.6 Vertex Attributes
2.6.1 Colors 2.6.2 Lighting and Materials 2.6.3 Textures 2.6.4 Transparency and Opacity 2.6.5 Fog 2.6.6 And Many More 2.6.7 Rasterizing Attributes
2.7 Issues of Software, Hardware, and APIs
2.7.1 A General Discussion 2.7.2 Portability versus Performance
2.8 API Conventions
2.8.1 Matrix Representation and Storage 2.8.2 Matrix Composition 2.8.3 View Matrices 2.8.4 Projection Matrices 2.8.5 Window Handedness 2.8.6 Rotations 2.8.7 Fast Computations using the Graphics API
3.1 Software Rendering 3.2 Hardware Rendering 3.3 The Fixed-Function Pipeline 3.4 Vertex and Pixel Shaders 3.5 An Abstract Rendering API
4.16.1 Iridescence 4.16.2 Water Effects 4.16.3 Volumetric Textures
5 Scene Graphs
5.1 The Need for High-Level Data Management 5.2 The Need for Low-Level Data Structures 5.3 Geometric State
5.3.1 Vertices and Vertex Attributes 5.3.2 Transformations 5.3.3 Bounding Volumes
5.4 Render State
5.4.1 Global State 5.4.2 Lights 5.4.3 Effects
5.5 The Update Pass
5.5.1 Geometric State Updates 5.5.2 Render State Updates
5.6 The Culling Pass
5.6.1 Hierarchical Culling 5.6.2 Sorted Culling
5.7 The Drawing Pass
5.7.1 Single-Pass Drawing 5.7.2 Single Effect, Multipass Drawing 5.7.3 Multiple Effect, Multipass Drawing 5.7.4 Caching Data on the Graphics Hardware 5.7.5 Sorting to Reduce State Changes
5.8 Scene Graph Design Issues
5.8.1 Organization Based on Geometric State 5.8.2 Organization Based on Render State 5.8.3 Scene Graph Operations and Threading 5.8.4 The Producer-Consumer Model
6 Scene Graph Compilers
6.1 The Need for Platform-Specific Optimization 6.2 The Need for Reducing Memory Fragmentation 6.3 A Scene Graph as a Dynamic Expression 6.4 Compilation from High-Level to Low-Level Data 6.5 Control of Compilation via Node Tags
7 Memory Management
7.1 Memory Budgets for Game Consoles 7.2 General Concepts for Memory Management
13.1 Basic Concepts 13.2 Particle Systems 13.3 Mass-Spring Systems 13.4 Deformable Bodies 13.5 Rigid Bodies
14 Object-Oriented Infrastructure
14.1 Object-Oriented Software Construction 14.2 Style, Naming Conventions, and Namespaces 14.3 Run-Time Type Information 14.4 Templates 14.5 Shared Objects and Reference Counting 14.6 Streaming 14.7 Startup and Shutdown 14.8 An Application Layer
15 Mathematical Topics
15.1 Standard Objects 15.2 Curves 15.3 Surfaces 15.4 Distance Algorithms 15.5 Intersection Algorithms 15.6 Numerical Algorithms 15.7 All About Rotations
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