Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics.
Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages.
Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections.
Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding.
Contents
Preface
1 Modeling in Game Production
1.1 Game Production Pipeline
1.2 Polygon Mesh
1.2.1 Polygon Mesh Creation
1.2.2 Polygon Mesh Representation
1.2.3 Surface Normal
1.3 Model Export and Import
1.4 Coordinate Systems
2 Vertex Processing
2.1 World Transform
2.1.1 Affine Transforms and Homogeneous Coordinates
2.1.2 World Matrix
2.1.3 Euler Transform
2.1.4 Transform of Surface Normals
2.2 View Transform
2.2.1 Camera Space
2.2.2 Space Change and View Matrix
2.3 Per-vertex Lighting
2.4 Projection Transform
2.4.1 View Frustum
2.4.2 Projection Matrix
2.4.3 Derivation of Projection Matrix
3 Rasterization
3.1 Clipping
3.2 Perspective Division
3.3 Back-face Culling
3.4 Coordinate Systems - Revisited
3.4.1 3ds Max to OpenGL - Axis Flipping
3.4.2 OpenGL to Direct3D - Reflection
3.4.3 OpenGL to Direct3D - Vertex Reordering
3.5 Viewport Transform
3.6 Scan Conversion
3.7 Application: Object Picking
3.7.1 Computing World-space Ray
3.7.2 Ray-object Intersection Test
4 Fragment Processing and Output Merging
4.1 Texturing
4.1.1 Texture Coordinates
4.1.2 Surface Parameterization
4.1.3 Texture Coordinates to Texel Address
4.2 Output Merging
4.2.1 Z-buffering
4.2.2 Alpha Blending
4.3 Z-culling
4.3.1 Tile-based Culling
4.3.2 Application: Pre-Z Pass
5 Illumination and Shaders
5.1 Phong Lighting Model
5.1.1 Diffuse Reflection
5.1.2 Specular Reflection
5.1.3 Ambient Reflection
5.1.4 Emissive Light
5.2 Shaders and Shading Languages
5.2.1 Vertex and Fragment Shaders
5.2.2 High-Level Shading Language
5.3 Lighting in the Pipeline
5.3.1 Per-vertex Lighting in HLSL
5.3.2 Per-vertex Lighting vs. Per-fragment Lighting
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