"Reprint" Computer Graphics frame

Source: Internet
Author: User

Original:

Computer Graphics Framework

  1. Application
  2. Basic Graph Generation algorithm
    • The standard of elements rasterization
      • Straight line to Straight
      • The end of the entity is accurate
      • The brightness, color and thickness of the entity generated is uniform
      • Fast calculation
    • Linear rasterization algorithm
      • By point comparison method
      • Numerical differential method
      • Midpoint Bresenham algorithm
    • The grating algorithm of the Circle
      • Simple equations produce arcs
      • Bresenham algorithm generates ARCS
    • Polygon Fill
      • Scan Line Fill
    • Wide Entities
      • Copy pixels to draw a wide entity
      • Move a brush to draw a wide entity
  3. 3D Math Basics
    • Coordinates
    • Vector
    • Matrix
    • Spatial set operations
      • The expression of collective form
      • The relationship between geometry
  4. Graphic transformations
    • Geometric transformation of two-dimensional and three-dimensional graphs
      • Geometric transformation of two-dimensional graphics
        • Panning transformations
        • Proportional transformations
        • Rotation transformation
        • Split-cut transformation
        • Combined transformations
      • Geometric transformation of three-dimensional graphics
        • Panning transformations
        • Proportional transformations
        • Rotation transformation
    • Projection and Projection transformations
      • Parallel projection
      • Perspective projection
  5. Three-dimensional scene drawing basics
    • Three-dimensional scene drawing line
      • World transformation
      • Observing spatial transformations
      • Lighting calculation
      • Back picking
      • Cutting
      • Projection transformations
      • Viewport transformations
      • Rasterization
  6. Realistic graphical illumination processing
    • The color principle of 3D graphics
      • Optical properties of colors
      • CIE Color Chart
        • Cie-rgb Color-Count system
        • CIE-XYZ Color-Count system
      • Color Space Model
        • RGB model
        • CMY model
        • HSV model
    • Light Illumination Model
      • Simple Light Model
        • Ambient light
        • Diffuse reflection and Lambert model
        • Specular reflection and Phong model
      • Polygon drawing based on simple illumination model
        • Polygon rendering with constant light intensity
        • Gouraud shading
        • Phong Shading
      • Overall illumination model and illumination tracking algorithm
        • Whitted Illumination Model
        • Illumination Tracking algorithm
  7. Texture mapping Technology
    • Fundamentals of texture Mapping
    • Advanced Texture Mapping Technology
      • Mip-mapping
      • Multi-texture mapping
      • Bump Map
        • Embossed Bump Texture Map
        • Dot Product Boil Chart texture
      • Environment Mapping Technology
        • Cube mapping
        • Ball Mapping method
  8. Scene Organization and management technology
    • 3D Scene Organization mode
      • Scene map
      • Scene management based on the drawing state
    • Geometric subdivision technique for optimizing scene drawing
      • Four-fork Tree
      • Eight-fork Tree
      • BSP Tree
        • Axis-aligned BSP tree
        • Polygon Alignment BSP Tree
    • Fast visibility judgment of three-dimensional scene
      • Entrance technology
      • Occlusion culling
      • Potential visible Set method
    • LOD accelerated rendering Technology
      • Classification
        • Static LOD
        • Dynamic LOD
      • Main methods
        • Self-adapting subdivision type
        • Sample Type
        • Geometric element deletion method
        • Local algorithm/Global algorithm
        • Other algorithms such as point-of-view correlation, error controllability, real-time, continuous-over
  9. Game Effect Rendering Technology
    • Billboard Technology
    • Particle System Technology
    • Sprite Animation Technology
    • Warping Special effects Technology
    • Smoke, fog, fire special effects technology
      • Particle systems
      • Fractal geometry
      • Process Textures
      • Cellular automata
      • Physical-based approach
    • Glare Special Effect Technology
  10. Terrain Rendering Technology
    • Basic theory of topographic mapping
      • Terrain generation
        • Random function to generate terrain
        • Altitude Map and terrain
        • Dem Topographic data
      • Surface texture
        • Unified Textures
        • Texture Fusion Technology
        • Detail Texture
      • Terrain Illumination
        • Calculate Terrain Shadows
      • The atomization effect of topography
    • How to draw simple terrain
    • Advanced Terrain Rendering Technology
      • Terrain LOD Technology
        • Four-fork Tree
        • ROAM
        • Geomipping
  11. Shadow Rendering Technology
    • The Fundamentals of Shadows
    • Plane Shadow Technology
      • Projection matrix
      • Template Cache
      • Drawing process
    • Complex Shadow Implementation Technology
      • Shadow Graph algorithm
      • Shadow Body algorithm
  12. Collision Detection Technology
    • Collision Detection Fundamentals
      • model Kind
        • polygon model
        • body model
      • li> detection requires the
      • scene feature
      • algorithm category
        • collision detection algorithm based on time domain
          • discrete collision detection algorithm
          • Continuous Collision detection algorithm
        • Collision detection algorithm based on spatial domain
          • spatial subdivision
          • hierarchy Surround Body Tree method
    • Advanced Collision Detection Technology
      • Collision detection algorithm based on image space
      • collision detection algorithm based on general presentation Model
      • Collision detection algorithm for deformable bodies
  13. Computer Animation Technology
    • Computer three-dimensional animation process
      • Early
      • Animation section Production
      • Post-synthesis
    • Key-Frame Animations
    • Process animations
      • Process Textures
      • Particle systems
      • L System
      • Fourier synthesis
    • Morph Animations
      • Change the position of vertices and control points
      • Free Deformation method
      • Three-dimensional morphing
    • Physical model-based animations
      • Rigid body Dynamics Simulation
      • Elastic variable Shape Simulation
      • Fluid simulation
    • Human and joint animation
      • Human skeleton model
      • Kinematic methods
      • Kinetic method
      • A method based on motion capture
  14. GPU Hardware Acceleration Technology
    • GPU Hardware acceleration principle

"Reprint" Computer Graphics frame

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