Computer Graphics Principles and Practice (3rd Edition)
5 An Introduction to Human Visual Perception
8 A Simple Way to Describe Shape in 2D and 3D
9 Functions onf Meshes
15 Ray Casting and Rasterization
17 Image Representation and Manipulation
20 Textures and Texture Mapping
21 Interaction Techniques
22 Splines and Subdivision Curves
23 Splines and Subdivision Surfaces
24 Implicit Representation of Shape
25 Meshes
26 Light
27 Materials and Scattering
28 Color
29 Light Transport
32 Rendering in Practice
33 Shaders
34 Expressive Rendering
35 Motion
36 Visibility Determination
37 Spatial Data Structures
38 Modern Graphics Hardware
OpenGL SuperBible (7th Edition)
1 Introduction
3 Following the Pipeline
4 Math for 3D Graphics - Interpolation, Lines, Curves and Splines
5 Data - Buffers, Uniforms, Shader Storage Blocks, Atomic Counters, Textures
7 Vertex Processing and Drawing Commands
8 Primitive Processing : Tessellation(example terrain rendering), Geometry Shader
9 Fragment Processing and the Framebuffer
10 Compute Shaders
11 Advanced Data Management
12 Controling and Monitoring the Pipeline
13 Rendering Techniques
14 High-Performance OpenGL
15 Debugging and Stability
Real Time Rendering (3rd Edition)
2 The Graphics Rendering Pipeline
3 The Graphics Processing Unit
5 Visual Appearance
6 Texturing
7 Advanced Shading
8 Area and Environmental Lighting
9 Global Illumination
10 Image-Based Effects
11 Non-Photorealistic Rendering
12 Polygonal Techniques
13 Curves and Curved Surfaces
14 Acceleration Algorithms
15 Pipeline Optimization
16 Intersection Test Methods
17 Collision Detectino
18 Graphics Hardware
Game programming Gems2
4.2 Simplified Terrain Using Interlocking Tiles
4.5 Direct Access Quadtree Lookup
4.8 Applying Decals to Arbitrary Surfaces
5.4 Generating Procedural Clouds Using 3D Hardware
5.7 Impostors: Adding Clutter
Game programming Gems3
1.13 Real-Time Input and UI in 3D Games
2.5 Constrained Inverse Kinematics
2.7 Coping with Friction in Dynamics Simulations
3.6 Tactical Path-Finding with A*
3.7 A Fast Approach to Navigation Meshes
3.8 Choosing a Relationship Between Path-Finding and Collision
4.2 Fast Heightfield Normal Calculation
4.4 Fast and Simple Occlusion Culling
4.5 Triangle Strip Creation, Optimization, and Rendering
4.8 Improved Deformation of Bones
4.16 Procedural Texturing
Game programming Gems4
1.1 The Science of Debugging Games
1.4 Designing and Maintaining Large Cross-Platform Libraries
1.5 Fight Memory Fragmentation with Templated Freelists
1.6 A Generic Tree Container in C++
1.7 The Beauty of Weak References and Null Objects
1.8 A System for Managing Game Entities
1.9 Address-Space Managed Dynamic Arrays for Windows and the Xbox
2.2 Extracting Frustum and Camera Information
2.3 Solving Accuracy Problems in Large World Coordinates
2.4 Nonuniform Splines
2.5 Using the Covariance Matrix for Better-Fitting Bounding Objects
2.6 The Jacobian Transpose Method for Inverse Kinematics
3.1 Ten Fingers of Death : Algorithms for Combat Killing
3.2 Vehicle Physics Simulation for CPU-Limited Systems
3.3 Writing a Verlet-Based Physics Engine
3.4 Constraints In Rigid Body Dynamics
3.5 Fast Contact Reduction for Dynamics Simulation
3.6 Interactive Water Surfaces
3.7 Fast Deformations with Multilayered Physics
3.8 Model Analysis for Fast, Stable Deformation
4.1 Third-Person Camera navigation
5.11 Heat and Haze Post-Processing Effects
5.12 Hardware Skinning with Quaternions
5.14 Fast Collision Detection for 3D Bones-Based Articulated Characters
5.15 Terrain Occlusion Culling with Horizons
Game Programming Gems6
1.4 Geographic Grid Registration of Game Objects
1.5 BSP Techniques
1.9 Faster File Loading with Access-Based File Reordering
2.1 Floating-Point Tricks
2.2 GPU Computation in Projective space using Homogeneous Coordinates
2.3 Solving Systems of Linear Equations Using the Cross Product
2.5 Exact Buoyancy for Polyhedra
2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction
5.1 Synthesis of Realistic Idel Motion for Interactive Characters
5.2 Spatial Partitioning Using an Adaptive Binary Tree
5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes
5.4 GPU Terrain Rendering
5.6 Interactive Fluid Dynamics and Rendering on the GPU
5.7 Fast Per-Pixel Lighting with Many Lights
5.9 Practical Sky Rendering for Games
5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects
https://blog.mapbox.com/drawing-antialiased-lines-with-opengl-8766f34192dc
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