3d Graphics Programming: Games and Beyond

3d Graphics Programming: Games and Beyond

by Sergei Savchenko

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$49.99

Product Details

ISBN-13: 9780672319297
Publisher: Sams
Publication date: 07/24/2000
Pages: 384
Product dimensions: 7.34(w) x 9.10(h) x 0.84(d)

Table of Contents

Introduction1
1Hardware Interface7
History of Computer Graphics and Video Games7
Interactions of 3D Applications with the Hardware12
Displaying Images on the Computer Screen16
Reacting to Events21
Using Different Architectures25
UNIX and X Windows26
Mac OS28
MS-DOS and MS Windows30
Console Game Platforms35
Summary37
2Geometric Transformations39
Euclidean Spaces, Scalars, Points, and Vectors40
Rigid Transformations43
Translation44
Rotation in 2D46
Rotation in 3D48
Evaluating Trigonometric Functions55
Structure Deforming Transformations58
Scaling58
Shearing59
Representing Transformations in a Matrix Form60
Projection Transformations66
Parallel Projection66
Perspective Projection68
Fractional Arithmetic73
Floating Point Arithmetic75
Fixed Point Arithmetic77
Hardware Assistance for Geometric Transformations82
Summary85
3Rasterization87
Rasterizing Points88
Rasterizing Line Segments90
Rasterizing Polygons98
Rasterizing Convex Polygons99
Rasterizing Concave Polygons105
Rendering Interpolatively (Gouraud) Shaded Polygons110
Rendering Textured Polygons113
Linear Texture Mapping114
Perspective Texture Mapping116
Texture Mapping Using Quadric Curves120
Anti-Aliasing124
Area Sampling124
Filtering125
Summary127
4Clipping129
2D Clipping Strategies130
Clipping Points131
Clipping Line Segments132
Clipping Polygons137
3D Clipping Strategies142
Summary148
5Viewing149
World-to-Screen Methods150
Parameters of the Viewing System153
Polygonal Pipeline159
Textured Polygons161
Screen-to-World Methods164
Line Equation166
Plane Equation168
Intersection of a Line and a Plane172
Intersection of a Line and a Polygon173
Intersection of a Line and a Sphere179
Intersection of a Line and a Cylinder180
Finding the Proper Intersection181
Optimizing Ray-Casting183
Summary185
6Modeling187
Wireframe Models188
Polygonal Models190
Billboards193
Cubic Curves and Bicubic Patches194
2D Curves195
3D Curves and Patches202
Landscapes208
Voxel Models212
Summary215
7Hidden Surface Removal217
Back-Face Culling218
Determining Back Surface220
The Place of Back-Face Culling in the Pipeline222
Back-to-Front Sorting223
Sorting Algorithms224
Comparing Polygons227
Well-Founded Order230
Order Lists232
Quad Trees and Octal Trees233
Portals234
Binary Space Partition Trees237
Beam Trees243
Scan-Line Algorithm246
Z-Buffer Algorithm249
Summary251
8Lighting253
Physics of Light and Human Perception253
Modeling Colors256
Achromatic Light (Black and White)256
Tri-component Color Models257
Modeling Illumination263
Ambient Illumination263
Diffuse (Lambertian) Reflection265
Specular Reflection270
Illumination in Screen-to-World Viewing275
Local Screen-to-World Illumination275
Global Screen-to-World Illumination276
Radiosity281
Illumination in World-to-Screen Viewing283
Local World-to-Screen Illumination284
Global World-to-Screen Illumination289
Summary293
9Application Design295
General Approaches to Design296
Object-Oriented Programming299
Error Handling303
State Machine305
Scripting307
Special Hardware310
Algorithms Implemented in Hardware310
Integration of Graphics Hardware312
Building Tools316
OpenGL317
Direct3D320
Glide321
Design Strategies322
Viewing Solid Bodies322
Viewing Interior Scenes326
Viewing Exterior Scenes328
Summary329
Appendixes331
A3Dgpl Graphics Library333
Legal333
Modules334
Hardware Module334
Graphics Module335
Clipper Module336
Trans Module337
Light Module338
Engine Module338
Shape Module339
Vector Module340
Trace Module340
Data Module341
Sample Applications342
Compiling343
BCommon Formulas345
Linear Algebra345
Geometric Transformations345
Analytical Geometry347
Illumination348
CAdditional Reading351
Index355

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