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:: Graphics Programming Methods
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Graphics Programming Methods
The capabilities and computational speed of today's hardware have dramatically enhanced graphics technology. These improvements happen so quickly, however, that it is often difficult for programmers to keep pace. Graphics Programming Methods is a unique collection of application and technique-driven articles that provide practical methods for solving problems facing every graphics programmer. Each article is written by an experienced programmer and details how to apply new techniques or improve upon widely-used methods. Using interesting and advanced research, the collection addresses key issues in animation, geometry, and rendering. All of the research is presented in a practical and approachable manner and most examples include full source code, making immediate implementation of the techniques possible. This innovative collection is a must-have resource for graphics programmers that will help you think critically, expand your knowledge, and create new methods of your own.Preface Acknowledgments About the Cover Image Contributor Bios SECTION 1 ANIMATION 1.1 Simulating and Rendering Particle Systems 1.2 Real-Time Animation of Trees 1.3 Real-time Multiresolution Dynamics of Deeply Hierarchical Bodies 1.4 Scripted Bodies and Spline-Driven Animation 1.5 Collision Detection of Deformable Volumetric Meshes 1.6 Building an Advanced Facial Expression System 1.7 Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models 1.8 Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian Pseudo-Inverse SECTION 2 GEOMETRY 2.1 Automatic Parameterizations on the Cube 2.2 Filling Texture Holes Using the Euclidean Distance Map 2.3 A Fast All-Integer Ellipse Discretization Algorithm 2.4 A Fast and Simple All-Integer Parametric Line 2.5 An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces 2.6 Higher-Order Surfaces Using Curved Point-Normal(PN) Triangles 2.7 Building a Flexible Terrain Engine for the Future 2.8 Visible Terrain Grid Determination Using the Frustum 2.9 Real-Time Generation and Rendering of 3D Planets 2.10 k-D Tree Face Portals with Solid Geometry 2.11 A Framework for Rapid 3D Level Design Using MAXScript? Code Generation SECTION 3 RENDERING 3.1 A Modified Phong-Blinn Light Model for Shadowed Areas 3.2 Stochastic Iteration for Nondiffuse Global Illumination 3.3 Metropolis Sampling in Random Walk Global Illumination Algorithms 3.4 Metropolis Density Estimation 3.5 Rendering with Adaptive Integration 3.6 Illumination-Based Occlusion Culling 3.7 Antialiasing for Bump Maps and a Fast Normalization Trick 3.8 Fast Setup for Bilinear and Biquadratic Interpolation over Triangles 3.9 An Effective Implementation of the k-D Tree 3.10 Pixel Shader Optimizations for Terrain Rendering 3.11 Real-Time Light-Atmosphere Interactions for Outdoor Scenes 3.12 True Volumetric Shadows 3.13 Quantization of True-Color Images with Opacity Information 3.14 Real-Time Relighting of Compressed Panoramas 3.15 An Optimal Dynamic Surface Caching Algorithm About the CD-ROM1584502991
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