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.
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