Overview
Preface,
Introduction
Introduction 1
Introduction 1.1-4
Introduction 1.1-2
Graphics Programming
C++,
JavaScript,
Floating Point Formats
Standard Approximations 14.1-4
Introduction 1.5-7,
Computer Graphics in Games 25
Pipeline Optimization 15
Introduction1
Geometry
Surface Geometry
Essential Mathematics 7,
A Simple Way to Describe Shape 8,
Standard Approximations 14.5,
Implicit Representations 24,
Meshes 25
Miscellaneous Math 2.3-7,
Implicit Modeling 22
Polygonal Techniques 12
Shapes 3
Light
A Model of Light,
Radiometric Units
Point Lights
Light 26
Light18.1, 18.3, Color 19
Advanced Shading 7.1-4
Color and Radiometry 5
Light Transport
The Rendering Equation
Light Transport 29
Light 18.2
Light Transport 14-15
Cameras
A Camera Model
Camera Specifications 13
Viewing 7,
Tone Reproduction 21
Transforms 4.6,
Visual Appearance 5.4,
Image-Based Effects 10.10-14
Camera Models 6
Images
A Camera Model (Images, Images are Everywhere)
Image Representation 17,
Images and Signal Processing 18,
Enlarging and Shrinking Images 19
Raster Images 3,
Signal Processing 9
Image Processing 10.9
Sampling and Reconstruction 7
Ray Casting
Ray Casting
Ray Casting and Rasterization 15.1-5
Ray Tracing 4
Intersection Test Methods 16
The Ray Tracing Algorithm 1.2
Transformations
Transformation Matrix
Quaternion
Transformations in 2D 10,
Transformations in 3D 11
Transformation Matrices 6
Transforms 4.1-3
Geometry and Transformations 2
Data Structures
Visibility Determination 36,
Spatial Data Structures 37
Data Structures for Graphics 12
Acceleration Algorithms 14
Primitives and Intersection Acceleration 4
Scattering and Materials
Direct Illumination,
Materials,
Scattering Function,
Microfacet Scattering Function
Standard Approximations 14.9,
Ray Casting and Rasterization 15.4.5-8,
Materials and Scattering 27
Surface Shading 10.1-2,
Reflection Models 24
Advanced Shading 7.5-9
Reflection models 8
Materials 9
Texture 10
Volume Scattering 11
Global Illumination
Rendering Algorithms
Computing Solutions 31,
Rendering in Practice 32
More Ray Tracing 13,
Global Illumination 23
Global Illumination 9
Physically Based Rendering 1.7
Monte Carlo Methods
Path Tracing
Sampling 14
Probability and Monte Carlo 30,
Computing Solutions 31.1-5
Monte Carlo Integration 13
Perception
The Eye
Human Visual Perception 5,
Color 28
Visual Perception 20
Animation
Motion 35
Computer Animation 16
Splines
Splines and Subdivision Surfaces 22
Curves 15
Curves and Curved Surfaces 13
Rasterization APIs
Rendering with a Rasterization API 15.7,
OpenGL Programmable Pipeline 16.3,
Shaders 33
Using Graphics Hardware 17
The Graphics Rendering Pipeline 2
Hardware (GPUs)
Modern Graphics Hardware 38
The Graphics Processing Unit 3,
Graphics Hardware 18
(Alternative Hardware Architectures 17.3)
Expressive Rendering
Expressive Rendering 34
Artistic Shading 10.3,
Visualization 26
Non-Photorealistic Rendering 11