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发表于 2010-4-24 08:55:59
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本帖最后由 huguangheng 于 2010-4-24 17:53 编辑
回复 6# huguangheng
Mathematics.for.3D.Game.Programming.and.Computer.Graphics,.Second.Edition
571页清晰,很清晰但不是矢量字符,文件被加密了,不能修改,而且不能索引。但是目前我只有这个版本。书是很好的书
chap 0 the rengdering pipeline
0.1 graphic processors
0.2 vertex transformation
0.3 rsterization and fragment operations
chap 1 vectors
1.1 vector properties
1.2 dot products
1.3 cross products
1.4 vector spaces
chap 2 matrices
2.1 matrix properties
2.2 linear systems
2.3 matrix inverses
2.4 determinants
2.5 eigenvalues and eigenvectors
2.6 diagonalization
chap 3 transforms
3.1 linear transformations
3.1.1 orthogonal matrices
3.1.2 handedness
3.2 scaling transforms
3.3 rotation transforms
3.3.1 rotation about an arbitrary axis
3.4 homogeneous coordinates
3.4.1 four-dimensional transforms
3.4.2 points and directions
3.4.3 geometrical interpretation of the w-coordinate
3.5 transforming normal vectors
3.6 quaternions
3.6.1 quaternion mathematics
3.6.2 rotations with quaternions
3.6.3 spherical linear interpolation
chap 4 3d engine geometry
4.1 lines in 3D space
4.1.1 distance between a point and a line
4.1.2 distance between two lines
4.2 planes in 3D space
4.2.1 intersection of a line and a plane
4.2.2 intersection of three planes
4.2.3 transforming planes
4.3 the view frustum
4.3.1 field of view
4.3.2 frustum planes
4.4 perspective-correct interpolation
4.4.1 depth interpolation
4.4.2 vertex attribute interpolation
4.5 projections
4.5.1 perspective projections
4.5.2 orthographic projections
4.5.3 extracting frustum planes
chap 5 ray tracing
5.1 root finding
5.1.1 quadratic polynomials
5.1.2 cubic polynomials
5.1.3 quartic polynomials
5.1.4 newton's method
5.1.5 refinement of reciprocals and square roots
5.2 surface intersections
5.2.1 intersection of a ray and a triangle
5.2.2 intersection of a ray and a box
5.2.3 intersection of a ray and a sphere
5.2.4 intersection of a ray and a cylinder
5.2.5 intersection of a ray and a torus
5.3 normal vector calculation
5.4 reflection and refraction verctors
5.4.1 reflection vector calculation
5.4.2 refraction vector calculation
chap 6 illumination
6.1 RGB color
6.2 light sources
6.2.1 ambient light
6.2.2 directional light sources
6.2.3 point light sources
6.2.4 spot light sources
6.3 diffuse lighting
6.4 texture mapping
6.4.1 standard texture maps
6.4.2 projective texture maps
6.4.3 cube texture maps
6.4.4 filtering and mipmaps
6.5 specular lighting
6.6 emission
6.7 shading
6.7.1 calculating normal vectors
6.7.2 gouraud shading
6.7.3 phong shading
6.8 bump mapping
6.8.1 bump map construction
6.8.2 tangent space
6.8.3 calculating tangent vectors
6.8.4 implementation
6.9 a physical reflection model
6.9.1 bidirecional reflectance distribution functions
6.9.2 cook-torrance illumination
6.9.3 the fresnel factor
6.9.4 the microfacet distribution function
6.9.5 the geometrical attenuation factor
6.9.6 implementation
chap 7 visibility determination
7.1 bouding volume construction
7.1.1 principal component analysis
7.1.2 bouding box construction
7.1.3 bouding sphere construction
7.1.4 bouding ellipsoid construction
7.1.5 bouding cylinder construction
7.2 bouding volume tests
7.2.1 bouding sphere test
7.2.2 bouding ellipsoid test
7.2.3 bouding cylinder test
7.2.4 bouding box test
7.3 spatial partitioning
7.3.1 octrees
7.3.2 binary space partitioning trees
7.4 portal systems
7.4.1 portal clipping
7.4.2 reduced view frustums
chap 8 collision detection
8.1 plane collisions
8.1.1 collision of a sphere and a plane
8.1.2 collision of a box and a plane
8.1.3 spatial partitioning
8.2 general sphere collisions
8.3 sliding
8.4 collision of two spheres
chap 9 polygonal techniques
9.1 depth value offset
9.1.1 projection matrix modification
9.1.2 offset value selection
9.1.3 implementation
9.2 decal application
9.2.1 decal mesh construction
9.2.2 polygon clipping
9.3 billboarding
9.3.1 unconstrained quads
9.3.2 constrained quads
9.3.3 polyline quadstrips
9.4 polyline reduction
9.5 t-junction elimination
9.6 triangulation
chap 10 shadows
10.1 algorithm overview
10.2 infinite view frustums
10.3 silhouette determination
10.4 shadow volume construction
10.5 determining cap necessity
10.6 rendering shadow volumes
10.7 scissor optimization
chap 11 linear physics
11.1 position functions
11.2 second-order differential equations
11.2.1 homogeneous equations
11.2.2 nonhomogeneous equations
11.2.3 initial conditions
11.3 projectile motion
11.4 resisted motion
11.5 friction
chap 12 rotational physics
12.1 rotating environments
12.1.1 angular velocity
12.1.2 the centrifugal force
12.1.3 the coriolis force
12.2 rigid body motion
12.2.1 center of mass
12.2.2 angular momentum and torque
12.2.3 the inertia tensor
12.2.4 principal axes of inertia
12.3 oscillatory motion
12.3.1 spring motion
12.3.2 pendulum motion
chap 13 fluid simulation
13.1 the wave equation
13.2 approximating derivatives
13.3 evaluating surface displacement
13.4 implementation
chap 14 numerical methods
14.1 linear systems
14.1.1 triangular systems
14.1.2 gaussian elimination
14.1.3 LU decomposition
14.1.4 error reduction
14.1.5 tridiagonal systemS
14.2 eigenvalues and eigenvectors
14.3 ordinary differential equations
14.3.1 euler's method
14.3.2 taylor series method
14.3.3 runge-kutta method
14.3.4 higher-order differential equations
chap 15 cureves and surfaces
15.1 cubric curves
15.2 hermite curves
15.3 bezier curves
15.3.1 cubic bezier curves
15.3.2 bezier curves truncation
15.3.3 the de casteljau algorithm
15.4 catmull-rom splines
15.5 cubic splines
15.6 B-splines
15.6.1 uniform B-splines
15.6.2 B-spline Globalization
15.6.3 nonuniform B-splines
15.6.4 NURBS
15.7 bicubic surfaces
15.8 curvature and torsion
appendix A complex numbers
appendix B trigonometry reference
appendix C coordinate systems
appendix D taylor series
appendix E answers to exercises
[571]Mathematics.for.3D.Game.Programming.and.Computer.Graphics,.Second.Edition.part1.rar
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