Introduction to Computer Graphics, Version 1.2
Table of Contents
This is the Table of Contents for the free on-line textbook Introduction to Computer Graphics.
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Chapter 1: Introduction
- Section 1.1 Painting and Drawing
- Section 1.2 Elements of 3D Graphics
- Section 1.3 Hardware and Software
Chapter 2: Two-Dimensional Graphics
- Section 2.1
Pixels, Coordinates, and Colors
- 2.1.1 Pixel Coordinates
- 2.1.2 Real-number Coordinate Systems
- 2.1.3 Aspect Ratio
- 2.1.4 Color Models
- Section 2.2
Shapes
- 2.2.1 Basic Shapes
- 2.2.2 Stroke and Fill
- 2.2.3 Polygons, Curves, and Paths
- Section 2.3
Transforms
- 2.3.1 Viewing and Modeling
- 2.3.2 Translation
- 2.3.3 Rotation
- 2.3.4 Combining Transformations
- 2.3.5 Scaling
- 2.3.6 Shear
- 2.3.7 Window-to-Viewport
- 2.3.8 Matrices and Vectors
- Section 2.4
Hierarchical Modeling
- 2.4.1 Building Complex Objects
- 2.4.2 Scene Graphs
- 2.4.3 The Transform Stack
- Section 2.5
Java Graphics2D
- 2.5.1 Graphics2D
- 2.5.2 Shapes
- 2.5.3 Stroke and Fill
- 2.5.4 Transforms
- 2.5.5 BufferedImage and Pixels
- Section 2.6
HTML Canvas Graphics
- 2.6.1 The 2D Graphics Context
- 2.6.2 Shapes
- 2.6.3 Stroke and Fill
- 2.6.4 Transforms
- 2.6.5 Auxiliary Canvases
- 2.6.6 Pixel Manipulation
- 2.6.7 Images
- Section 2.7
SVG: A Scene Description Language
- 2.7.1 SVG Document Structure
- 2.7.2 Shapes, Styles, and Transforms
- 2.7.3 Polygons and Paths
- 2.7.4 Hierarchical Models
- 2.7.5 Animation
Chapter 3: OpenGL 1.1: Geometry
- Section 3.1
Shapes and Colors in OpenGL 1.1
- 3.1.1 OpenGL Primitives
- 3.1.2 OpenGL Color
- 3.1.3 glColor and glVertex with Arrays
- 3.1.4 The Depth Test
- Section 3.2
3D Coordinates and Transforms
- 3.2.1 3D Coordinates
- 3.2.2 Basic 3D Transforms
- 3.2.3 Hierarchical Modeling
- Section 3.3
Projection and Viewing
- 3.3.1 Many Coordinate Systems
- 3.3.2 The Viewport Transformation
- 3.3.3 The Projection Transformation
- 3.3.4 The Modelview Transformation
- 3.3.5 A Camera Abstraction
- Section 3.4
Polygonal Meshes and glDrawArrays
- 3.4.1 Indexed Face Sets
- 3.4.2 glDrawArrays and glDrawElements
- 3.4.3 Data Buffers in Java
- 3.4.4 Display Lists and VBOs
- Section 3.5
Some Linear Algebra
- 3.5.1 Vectors and Vector Math
- 3.5.2 Matrices and Transformations
- 3.5.3 Homogeneous Coordinates
- Section 3.6
Using GLUT and JOGL
- 3.6.1 Using GLUT
- 3.6.2 Using JOGL
- 3.6.3 About glsim.js
Chapter 4: OpenGL 1.1: Light and Material
- Section 4.1
Introduction to Lighting
- 4.1.1 Light and Material
- 4.1.2 Light Properties
- 4.1.3 Normal Vectors
- 4.1.4 The OpenGL Lighting Equation
- Section 4.2
Light and Material in OpenGL 1.1
- 4.2.1 Working with Material
- 4.2.2 Defining Normal Vectors
- 4.2.3 Working with Lights
- 4.2.4 Global Lighting Properties
- Section 4.3
Image Textures
- 4.3.1 Texture Coordinates
- 4.3.2 MipMaps and Filtering
- 4.3.3 Texture Target and Texture Parameters
- 4.3.4 Texture Transformation
- 4.3.5 Loading a Texture from Memory
- 4.3.6 Texture from Color Buffer
- 4.3.7 Texture Objects
- 4.3.8 Loading Textures in C
- 4.3.9 Using Textures with JOGL
- Section 4.4
Lights, Camera, Action
- 4.4.1 Attribute Stack
- 4.4.2 Moving Camera
- 4.4.3 Moving Light
Chapter 5: Three.js: A 3D Scene Graph API
- Section 5.1
Three.js Basics
- 5.1.1 Scene, Renderer, Camera
- 5.1.2 THREE.Object3D
- 5.1.3 Object, Geometry, Material
- 5.1.4 Lights
- 5.1.5 A Modeling Example
- Section 5.2
Building Objects
- 5.2.1 Indexed Face Sets
- 5.2.2 Curves and Surfaces
- 5.2.3 Textures
- 5.2.4 Transforms
- 5.2.5 Loading JSON Models
- Section 5.3
Other Features
- 5.3.1 Anaglyph Stereo
- 5.3.2 User Input
- 5.3.3 Shadows
- 5.3.4 Cubemap Textures and Skyboxes
- 5.3.5 Reflection and Refraction
Chapter 6: Introduction to WebGL
- Section 6.1
The Programmable Pipeline
- 6.1.1 The WebGL Graphics Context
- 6.1.2 The Shader Program
- 6.1.3 Data Flow in the Pipeline
- 6.1.4 Values for Uniform Variables
- 6.1.5 Values for Attributes
- 6.1.6 Drawing a Primitive
- Section 6.2
First Examples
- 6.2.1 WebGL Context Options
- 6.2.2 A Bit of GLSL
- 6.2.3 The RGB Triangle in WebGL
- 6.2.4 Shape Stamper
- 6.2.5 The POINTS Primitive
- 6.2.6 WebGL Error Handling
- Section 6.3
GLSL
- 6.3.1 Basic Types
- 6.3.2 Data Structures
- 6.3.3 Qualifiers
- 6.3.4 Expressions
- 6.3.5 Function Definitions
- 6.3.6 Control Structures
- 6.3.7 Limits
- Section 6.4
Image Textures
- 6.4.1 Texture Units and Texture Objects
- 6.4.2 Working with Images
- 6.4.3 More Ways to Make Textures
- 6.4.4 Cubemap Textures
- Section 6.5
Implementing 2D Transforms
- 6.5.1 Transforms in GLSL
- 6.5.2 Transforms in JavaScript
Chapter 7: 3D Graphics with WebGL
- Section 7.1
Transformations in 3D
- 7.1.1 About Shader Scripts
- 7.1.2 Introducing glMatrix
- 7.1.3 Transforming Coordinates
- 7.1.4 Transforming Normals
- 7.1.5 Rotation by Mouse
- Section 7.2
Lighting and Material
- 7.2.1 Minimal Lighting
- 7.2.2 Specular Reflection and Phong Shading
- 7.2.3 Adding Complexity
- 7.2.4 Two-sided Lighting
- 7.2.5 Moving Lights
- 7.2.6 Spotlights
- 7.2.7 Light Attenuation
- 7.2.8 Diskworld 2
- Section 7.3
Textures
- 7.3.1 Texture Transforms with glMatrix
- 7.3.2 Generated Texture Coordinates
- 7.3.3 Procedural Textures
- 7.3.4 Bumpmaps
- 7.3.5 Environment Mapping
- Section 7.4
Framebuffers
- 7.4.1 Framebuffer Operations
- 7.4.2 Render To Texture
- 7.4.3 Renderbuffers
- 7.4.4 Dynamic Cubemap Textures
- Section 7.5
WebGL Extensions
- 7.5.1 Anisotropic Filtering
- 7.5.2 Floating-Point Colors
- 7.5.3 Deferred Shading
Chapter 8: Beyond Realtime Graphics
- Section 8.1
Ray Tracing
- 8.1.1 Ray Casting
- 8.1.2 Recursive Ray Tracing
- 8.1.3 Limitations of Ray Tracing
- Section 8.2
Path Tracing
- 8.2.1 BSDF's
- 8.2.2 The Path Tracing Algorithm
Appendix A: Programming Languages
- Section A.1
The Java Programming Language
- A.1.1 Basic Language Structure
- A.1.2 Objects and Data Structures
- A.1.3 Windows and Events
- Section A.2
The C Programming Language
- A.2.1 Language Basics
- A.2.2 Pointers and Arrays
- A.2.3 Data Structures
- Section A.3
The JavaScript Programming Language
- A.3.1 The Core Language
- A.3.2 Arrays and Objects
- A.3.3 JavaScript on Web Pages
- A.3.4 Interacting with the Page
Appendix B: Blender: A 3D Modeling Program
- Section B.1
Blender Basics
- B.1.1 The 3D View
- B.1.2 Adding and Transforming Objects
- B.1.3 Edit Mode
- B.1.4 Light, Material, and Texture
- B.1.5 Saving Your Work
- B.1.6 More Features
- Section B.2
Blender Modeling
- B.2.1 Text
- B.2.2 Curves
- B.2.3 Proportional Editing
- B.2.4 Extruding Meshes
- B.2.5 Mesh Modifiers
- B.2.6 More on Light and Material
- Section B.3
Blender Animation
- B.3.1 Keyframe Animation and F-Curves
- B.3.2 Tracking
- B.3.3 Path Animation
- B.3.4 Particle Systems
- B.3.5 Rendering an Animation
Appendix C: Gimp and Inkscape for 2D Graphics
- Section C.1
Gimp: A 2D Painting Program
- C.1.1 Painting Tools
- C.1.2 Selections and Paths
- C.1.3 Layers
- Section C.2 Inkscape: A 2D Drawing Program
Appendix D: Source Code for Sample Programs
Appendix E: Glossary