Second Edition. — Wellesley, Massachusetts: A.K. Peters Ltd., 2002. — 867 p. — ISBN: 1-56881-182-9.
The Graphics Rendering PipelineArchitecture
The Application Stage
The Geometry Stage
The Rasterizer Stage
Through the Pipeline
TransformsBasic Transforms
Special Matrix Transforms and Operations
Quaternions
Vertex Blending
Projections
Visual AppearanceLight Sources
Material
Lighting and Shading
Aliasing and Antialiasing
Transparency, Alpha, and Compositing
Fog
Gamma Correction
TexturingGeneralized Texturing
Image Texturing
Texture Caching and Compression
Multipass Texture Rendering
Multitexturing
Texture Animation
Texturing Methods
Advanced Lighting and ShadingRadiometry and Photometry
Colorimetry
BRDF Theory
Implementing BRDFs
Vertex Shaders
Pixel Shading
Shading Languages
Motion Blur
Depth of Field
Reflections
Refractions
Shadows
Global Illumination
Non-Photorealistic RenderingToon Shading
Silhouette Edge Rendering
Other Styles
Lines
Image-Based RenderingThe Rendering Spectrum
Overview of Algorithms
Billboarding
Lens Flare and Bloom
Particle Systems
Depth Sprites
Hierarchical Image Caching
Full-Screen Billboarding
Skyboxes
Fixed-View Effects
Image Processing
Volume Rendering
Acceleration AlgorithmsSpatial Data Structures
Culling Techniques
Backface and Clustered Backface Culling
Hierarchical View Frustum Culling
Portal Culling
Detail Culling
Occlusion Culling
Level of Detail
Large Model Rendering
Point Rendering
Pipeline OptimizationLocating the Bottleneck
Performance Measurements
Optimization
Balancing the Graphics Pipeline
Multiprocessing
Polygonal TechniquesSources of Three-Dimensional Data
Tessellation and Triangulation
Consolidation
Triangle Strips, Fans, and Meshes
Simplification
Curves and Curved SurfacesParametric Curves
Parametric Curved Surfaces
Efficient Tessellation
Implicit Surfaces
Subdivision Curves
Subdivision Surfaces
Intersection Test MethodsHardware-Accelerated Picking
Definitions and Tools
Bounding Volume Creation
Rules of Thumb
Ray/Sphere Intersection
Ray/Box Intersection
Ray/Triangle Intersection
Ray/Polygon Intersection
Plane/Box Intersection Detection
Triangle/Triangle Intersection
Triangle/Box Overlap
BV/BV Intersection Tests
View Frustrum Intersection
Shaft/Box and Shaft/Sphere Intersection
Line/Line Intersection Tests
Intersection Between Three Planes
Dynamic Intersection Testing
Collision DetectionCollision Detection with Rays
Dynamic CD using BSP Trees
General Hierarchical Collision Detection
OBBTree
/c-DOPTree
A Multiple Objects CD System
Miscellaneous Topics
Graphics HardwareBuffers and Buffering
Perspective-Correct Interpolation
Architecture
After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark-blending solid theory and practical advice-remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning