计算机图形学----基于3D图形开发技术 (韩正贤 著)

第1章 游戏模型

第2章 顶点处理机制

第3章 光栅化操作

第4章 片元处理和输出合并

第5章 光照和着色

第6章 参数曲线和表面

第7章 着色器模型

第8章 图像纹理

第9章 凹凸贴图

第10章 高级纹理操作

第11章 角色动画

第12章 物理模拟

参考文献

 

第1章 游戏模型

第2章 顶点处理机制

第3章 光栅化操作

第4章 片元处理和输出合并

第5章 光照和着色

第6章 参数曲线和表面

第7章 着色器模型

第8章 图像纹理

第9章 凹凸贴图

第10章 高级纹理操作

第11章 角色动画

第12章 物理模拟

参考文献

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[3] Microsoft: The DirectX Software Development Kit (2010) http://msdn.microsoft.com/directx/

[4] Luebke, D., Watson, B., Cohen, J.D., Reddy, M., Varshney, A.: Level of Detail for 3D Graphics. Elsevier Science Inc., New York, NY, USA (2002)

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[11] Everitt, C.: Interactive order-independent transparency (2001) http://develoepr.nvidia.com/object/Interactive_Order_Transparency.html

[12] NVIDIA: GPU programming guide - GeForce 8 and 9 series (2008) http://developer.nvidia.com/object/gpu_programming_guide.html

[13] Persson, E.: Depth in-depth (2007) http://developer.amd.com/media/gpu_assets/Depth_in_depth.pdf

[14] Nicodemus, F.E., Richmond, J.C., Hsia, J.J.,Ginsberg, I.W., Limperis,T.: Geometrical Considerations and Nomenclature for Reectance (NBS Monograph 160). National Bureau of Standards (US) (1977)

[15] Phong, B.T.: Illumination for computer generated pictures Communications of the ACM 18 (1975) 311-317

[16] Oneppo, M.: High Level shader language (HLSL) update-introducing version 5.0 (2008) Presentation from GameFest 2008.

[17] Fernando, R., Kilgard, M.J.: The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics. Addison-Wesley Longman Publishing Co., Inc., Boston, MA, USA(2003)

[18] Whitted, T.: An improved illumination model for shaded display. Communications of the ACM 23 (1980) 343-349

[19] Goral, C.M., Torrance, K.E., Greenberg, D.P., Battaile, B.: Modeling the interaction of light between diffuse surfaces. SIGGRAPH Computer Graphics 18 (1984) 213-222

[20] Dutre, P., Bala, K.,Bekaert,P.: Advanced Global Illumination, 2nd Edition. A.K. Peters Ltd., Wellesley, MA, USA(2006)

[21] Pharr,M., Humphreys, G.: Physically Based Rendering: From Theory To Implementation, 2nd Edition. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA(2010)

[22] Farin, G.E., Hansford, D.: The Essentials of CAGD. A.K. Peters,Ltd., Natick, MA, USA(2000)

[23] Catmull,E., Rom, R.: A class of local interpolating splines. In Barnhill, R., Riesenfield, R., eds.: Computer Aided Geometric Design. Academic Press (1974) 317-326

[24] Vlachos, A., Peters, J., Boyd, C., Mitchell, J.L.: Curved PN triangles.In: Proceedings of the 2001 Symosium on Interactive 3D Graphics. I3D'01, New York, NY, USA, ACM(2001) 159-166

[25] Blinn,J.F.: Simulation of wrinkled surfaces. SIGGRAPH Computer Graphics 12(1978) 286-292

[26] Szirmay-Kalos,L., Umenhoffer, T.: Displacement mapping on the GPU - state of the art. Computer Graphics Forum 27(2008) 1567-1592

[27] Kaneko, T., Takehei, T., Inami, M., Kawakami, N., Yanagida, Y., Maeda, T., Tachi, S.: Detailed shape representation with parallax mapping.In: Proceedings of the ICAT 2001. (2001) 205-208

[28] Hasselgren,J., Munkberg,J., AKenine-M oller, T.: Automatic pretessellation culling. ACM Transactions on Graphics 28(2009) 19:1-19:10

[29] Lindstrom, P., Pascucci, V.: Visualization of large terrains made easy. In: Proceedings of the Conference on Visualization '01. VIS'01, Washington,DC,USA, IEEE Computer Society (2001) 363-371

[30] Green, C.: Efficient self-shadowed radiosity normal mapping. In: ACM SIGGRAPH 2007 courses. SIGGRAPH'07, New York, NY, USA, ACM(2007) 1-8

[31] Crow,F.C.: Shadow algorithms for computer graphics. SIGGRAPH Computer Graphics 11 (1977) 242-248

[32] Williams, L. : Casting curved shadows on curved surfaces. SIGGRAPH Computer Graphics 12(1978) 270-274

[33] Hasenfratz, J.M., Lapierre, M., Holzschuch, N., Sillion, F.: A survery of real-time soft shadows algorithms. Computer Graphics Forum 22 (2003) 753-774

[34] Dachsbacher,C., Stamminger, M.: Reective shadow maps. In: Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games.I3D'05, New York, NY, USA, ACM(2005) 203-231

[35] Filion, D., McNaughton, R.: Effects & techniques. In: ACM SIGGRAPH 2008 classes. SIGGRAPH'08, New York, NY, USA, ACM(2008) 133-164

[36] Shoemake, K.: Animating rotation with quaternion curves. SIGGRAPH Computer Graphics 19(1985) 245-254

[37] Eberly, D.H.: Game Physics. Elsevier Science Inc., New York, NY, USA(2003)

[38] Milington, I.: Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA(2007)

[39] Ericson, C.: Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA(2005)

转载于:https://www.cnblogs.com/revoid/p/10280047.html

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