Post

Graphics STUDY

Graphics STUDY

Fundamentals of Computer Graphics by Steve Marschner and Peter Shirley

  • 교수님 추천 책, (“그래픽스에서 가장 유명한, 정석 같은 책이에요. 그래픽스의 거의 모든 분야 다룸”)
  • 아직 차례만 보긴 했는데 깊게 알고싶었던 내용 총집합인 것 같아서 아주 마음에 든다


Contents

1. Introduction

  • 1.1 Graphics Areas
  • 1.2 Major Applications
  • 1.3 Graphics APIs
  • 1.5 Numerical Issues
  • 1.6 Efficiency
  • 1.7 Designing and Coding Graphics Programs

2. Miscellaneous Math

  • 2.1 Sets and Mappings
  • 2.2 Solving Quadratic Equations
  • 2.3 Trigonometry
  • 2.4 Vectors
  • 2.5 Curves and Surfaces
  • 2.6 Linear Interpolation
  • 2.7 Triangles

3. Raster Images

  • 3.1 Raster Devices
  • 3.2 Images, Pixels, and Geometry
  • 3.3 RGB Color
  • 3.4 Alpha Compositing

4. Ray Tracing

  • 4.1 The Basic Ray-Tracing Algorithm
  • 4.2 Perspective
  • 4.3 Computing Viewing Rays
  • 4.4 Ray-Object Intersection
  • 4.5 Shading
  • 4.6 A Ray-Tracing Program
  • 4.7 Shadows
  • 4.8 Ideal Specular Reflection
  • 4.9 Historical Notes

5. Linear Algebra

  • 5.1 Determinants
  • 5.2 Matrices
  • 5.3 Computing with Matrices and Determinants
  • 5.4 Eigenvalues and Matrix Diagonalization

6 Transformation Matrices

  • 6.1 2D Linear Transformations
  • 6.2 3D Linear Transformations
  • 6.3 Translation and Affine Transformations
  • 6.4 Inverses of Transformation Matrices
  • 6.5 Coordinate Transformations

7 Viewing

  • 7.1 Viewing Transformations
  • 7.2 Projective Transformations
  • 7.3 Perspective Projection
  • 7.4 Some Properties of the Perspective Transform
  • 7.5 Field-of-View

8. The Graphics Pipeline

  • 8.1 Rasterization
  • 8.2 Operations Before and After Rasterization
  • 8.3 Simple Antialiasing
  • 8.4 Culling Primitives for Efficiency

9. Signal Processing

  • 9.1 Digital Audio: Sampling in 1D
  • 9.2 Convolution
  • 9.3 Convolution Filters
  • 9.4 Signal Processing for Images
  • 9.5 Sampling Theory

10. Surface Shading

  • 10.1 Diffuse Shading
  • 10.2 Phong Shading
  • 10.3 Artistic Shading

11. Texture Mapping

  • 11.1 Looking Up Texture Values
  • 11.2 Texture Coordinate Functions
  • 11.3 Antialiasing Texture Lookups
  • 11.4 Applications of Texture Mapping
  • 11.5 Procedural 3D Textures

12 Data Structures for Graphics

  • 12.1 Triangle Meshes
  • 12.2 Scene Graphs
  • 12.3 Spatial Data Structures
  • 12.4 BSP Trees for Visibility
  • 12.5 Tiling Multidimensional Arrays

20단원까지 있는데 일단 리버털 끝나고나서 2월 말까지 여기까지 1회독 목표
학부 때 배운 패턴인식이랑 컴비때 배운 내용이 포함된게 많아서 복습할겸 모르는 내용 위주 공부해야겠다.


This post is licensed under CC BY 4.0 by the author.