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List of Figures
List of Tables Preface Ch. 1 Introduction 1 Ch. 2 Geometrical Methods 7 2.1 Transformations 8 2.2 Coordinate Systems 10 2.3 Quaternions 11 2.4 Euler Angles 18 2.5 Standard 3D Objects 26 2.6 Distance Methods 38 Ch. 3 The Graphics Pipeline 79 3.1 Model and World Coordinates 80 3.2 Perspective Projection 80 3.3 Camera Models 84 3.4 Culling and Clipping 91 3.5 Surface and Vertex Attributes 99 3.6 Rasterizing 113 3.7 An Efficient Clipping and Lighting Pipeline 132 3.8 Issues of Software, Hardware, and APIS 138 Ch. 4 Hierarchical Scene Representations 141 4.1 Tree-Based Representation 143 4.2 Updating a Scene Graph 147 4.3 Rendering a Scene Graph 157 Ch. 5 Picking 169 5.1 Intersection of a Linear Component and a Sphere 171 5.2 Intersection of a Linear Component and a Box 172 5.3 Intersection of a Linear Component and a Capsule 179 5.4 Intersection of a Linear Component and a Lozenge 180 5.5 Intersection of a Linear Component and a Cylinder 181 5.6 Intersection of a Linear Component and an Ellipsoid 182 5.7 Intersection of a Linear Component and a Triangle 182 Ch. 6 Collision Detection 185 6.1 Design Issues 186 6.2 Intersection of Dynamic Objects and Lines 188 6.3 Intersection of Dynamic Objects and Planes 193 6.4 Static Object-Object Intersection 203 6.5 Dynamic Object-Object Intersection 214 6.6 Oriented Bounding Box Trees 244 6.7 Processing of Rotating and Moving Objects 245 Ch. 7 Curves 257 7.1 Definitions 258 7.2 Reparameterization by Arc Length 260 7.3 Special Curves 261 7.4 Subdivision 276 7.5 Orientation of Objects on Curved Paths 285 Ch. 8 Surfaces 287 8.1 Definitions 288 8.2 Curvature 289 8.3 Special Surfaces 293 8.4 Subdivision 306 Ch. 9 Animation of Characters 341 9.1 Key Frame Animation 342 9.2 Inverse Kinematics 348 9.3 Skinning 356 Ch. 10 Geometric Level of Detail 359 10.1 Sprites and Billboards 360 10.2 Discrete Level of Detail 361 10.3 Continuous Level of Detail 362 Ch. 11 Terrain 369 11.1 Terrain Topology 370 11.2 Vertex Based Simplification 373 11.3 Block-Based Simplification 375 11.4 Vertex Dependencies 381 11.5 Block Rendering 383 11.6 The Full Algorithm 385 11.7 Other Issues 392 11.8 Height Fields from Point Sets or Triangle Meshes 398 Ch. 12 Spatial Sorting 411 12.1 Quadtrees and Octrees 412 12.2 Portals 413 12.3 Binary Space Partitioning 417 Ch. 13 Special Effects 427 13.1 Lens Flare 427 13.2 Environment Mapping 428 13.3 Bump Mapping 429 13.4 Volumetric Fogging 430 13.5 Projected Lights 430 13.6 Projected Shadows 431 13.7 Particle Systems 432 13.8 Morphing 433 App. A Object-Oriented Infrastructure 435 App. B Numerical Methods 469 Glossary 509 Bibliography 521 Index 527 About the Author 557 About the CD-ROM 559 Trademarks 561 Find Related Items Browse Books Games Computer Programming Computer Graphics & Design Search Related Subjects Nonfiction Computer games -> Programming Real-time graphics Three-dimensional computer graphics |