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Contents
1 Color
Links
1.1 Achromatic Light
1.1.1 Gamma Correction
1.1.2 Halftone Approximation
1.2 Chromatic Light
1.2.1 Psychophysics
1.2.2 The CIE Chromaticity Diagram
1.3 Color Temperature
1.4 Color models for computer graphics
1.4.1 The RGB Color Model
1.4.2 The CMY Color Model
1.4.3 The YIQ Color Model
1.4.4 The HSV color model
1.4.5 The HLS Color Model
1.4.6 Interactive Specification of Color
1.4.7 Interpolating in Color Space
1.4.8 Using Color in Computer Graphics
2 Rastering
Literature
2.1 Scan Converting Points
2.2 Scan Converting Lines
2.2.1 Basic Incremental Algorithm
2.2.2 Midpoint Line Algorithm
2.3 Scan Converting Circles
2.3.1 Midpoint Circle Algorithm
2.4 Scan Converting Ellipses
2.5 Clipping Lines
2.5.1 Brute Force
2.5.2 Cohen-Sutherland Line-Clipping Algorithm
2.6 Anti-aliasing
2.6.1 Unweighted Area Sampling
2.6.2 Weighted Area Sampling
2.6.3 Gupta-Sproull Anti-aliasing Algorithm
3 File-formats
Literature
3.1 RAW-data
3.2 PNM. Portable Anymap File Format
3.2.1 PBM. Portable Bit-Map Format
3.2.2 PGM. Portable Grey-Map Format
3.2.3 PPM. Portable Pix-Map Format
3.3 Compression
3.3.1 Run-length encoding
3.3.2 Huffman
3.3.3 LZW. Lempel Ziv Welch
3.4 GIF. Graphics Interchange Format
3.5 PNG. Portable Network Graphics
3.6 JPEG
3.6.1 YUV
3.6.2 DCT. Discrete Cosine Transformation
3.6.3 Quantization
3.6.4 Encoding
3.6.5 Example
3.7 Comparison
4 Euclidean and Projective Geometry
Literature
Links
4.1 Affine space
4.2 Transformations
4.2.1 Translations
4.2.2 Scaling
4.2.3 Reflections/Mirroring
4.2.4 Rotations and Euclidean Motions
4.2.5 Angle-Preserving Mappings
4.2.6 General Transformations
4.3.2 Perspective Projection
4.3.3 Further Projections in Pov-Ray
5 Objects
Links
5.1 Solid Finite Objects
5.1.1 Sphere
5.1.2 Box
5.1.3 Superellipsoid
5.1.4 Cylinder
5.1.5 Cone
5.1.6 Prism
5.1.7 Interpolation and Splines
5.1.8 Lathe
5.1.9 Sor
5.1.10 Torus
5.1.11 Blob
5.1.12 Sphere-Sweep
5.1.13 Height-Field
5.1.14 Julia-Fractal
5.1.15 Text
5.2 Finite Patch Objects
5.2.1 Triangle
5.2.2 Smooth Triangle
5.2.3 Polygon
5.2.4 Mesh
5.2.5 Mesh2
5.2.6 Bicubic Patch
5.2.7 Disk
5.3 Infinite Shapes
5.3.1 Plane
5.3.2 Quadric
5.3.3 Cubic
5.3.4 Quartic
5.3.5 Poly
5.4 Isosurface and Parametric Surface
5.4.1 Isosurface
5.4.2 Parametric
5.5 Constructive Solid Geometry
5.5.1 Union
5.5.2 Merge
5.5.3 Intersection
5.5.4 Difference
5.6 Lights
5.6.1 Point Lights
5.6.2 Spotlights
5.6.3 Cylindrical Lights
5.6.4 Parallel Lights
5.6.5 Area Lights
5.6.6 Light Fading
6 Textures & Patterns
Links
6.1 Pigment
6.1.1 Color List Patterns
6.1.2 Color Mapped Patterns
6.1.3 Image Maps
6.2 Finish
6.2.1 Ambient Light
6.2.2 Diffuse Reflected Light
6.2.3 Brilliance
6.2.4 Highlights
6.2.5 Specular Reflection
6.2.6 Refraction
6.3 Normal
6.3.1 Slope Map
6.3.2 Normal Map
6.3.3 Bump Map
6.3.4 Patterned Textures
6.3.5 UV-Mappings
6.4 Pattern Modifier
6.4.1 Transforming Patterns
6.4.6 Warps
6.4.7 Black Hole Warp
6.4.8 Repeat Warp
6.4.9 Turbulence Warp
7 Media & Atmosphere
7.1 Interior
7.1.1 Empty and Solid Objects
7.1.2 The Interior Statement
7.1.3 Refraction
7.1.4 Dispersion
7.1.5 Attenuation
7.1.6 Object-Media
7.2 Media
7.2.1 Media Types
7.2.2 Density
7.3 Atmospheric Effects
7.3.1 Background
7.3.2 Sky Sphere
7.3.3 Rainbow
7.4 Photons
7.4.1 Using Photon Mapping in Your Scene
7.4.2 Photon Global Settings
7.5 Radiosity
7.5.1 Introduction
7.5.2 How Radiosity Works
7.5.3 Adjusting Radiosity
7.5.4 Radiosity with conventional lighting
7.5.5 Radiosity without conventional lighting
Bibliography
Index
Next:
1 Color
Up:
Computer Graphics
Previous:
Computer Graphics
Andreas Kriegl
2003-07-23