Contents:
Chapter 23 : Tone Reproduction
- HDR : High Dynamic Range
- Classification
- Dynamic Range
- Color
- Image Formation
- Frequency-Based Operators
- Gradient-Domain operators
- Spatial Operators
- Division
- Sigmoids
- Other Approaches
- Histogram Equalization
- Night Tonemapping
- Discussion
- Global illumination generally produces HDR images,
- Real-time rendering applications considerations: Sigmoid operators or Histogram equalization are good enough.
Chapter 24 : Global Illumination
- Particle Tracing for Lambertian Scenes
- Very randomized algorithm
- For each of n particles, calculate power, compute a random point on source, compute a random direction, while a random condition is satisfied, compute ray-intersection, add luminance to intersected surface, modify the power and ray, continue.
- Path Tracing
- A ray is followed from through a pixel from the eye and scattered through the scene until it hits a luminaire.
- Accurate Direct Lighting
- Mathematical Framework
- Modeling a spherical Luminiare
- Non-diffuse luminiaries
Chapter 25 : Reflection Models
- Real-World Materials
- Smooth Dielectrics and Metals
- Rough Surfaces
- Diffuse Materials
- Translucent Materials
- Layered Materials
- Implementing Reflection Models
- Specular Reflection Modes
- Smooth Layered Model
- Rough Layered Model
Chapter 26 : Computer Graphics in Games
- Platforms
- Windows, consoles, browsers, handhelds , mobile
- Limited Resources
- Processing Time
- Storage
- Development Resources
- Optimization Techniques
- Game Types
- The Game Production Process
- Asset Creation
- Initial Modeling
- Texturing
- Shading
- Lighting
- Animation
Chapter 27 : Visualization
- Background
- History
- Resource Limitations
- Computational capacity
- Human perceptual and cognitive capacity
- Display Capacity
- Data Types
- Tables
- Items and attributes
- Quantitative, Ordered and Categorical attributes
- Graphs
- Dimension and Item count
- Data Transformation and Derived Dimensions
- Human-Centered Design Process
- Task Categorization - Iterative design process of requirement gathering.
- Abstraction
- Technique and Algorithm Design
- Validation
- Visual Encoding Principles
- Visual Channel Characteristics
- Color : Three different channels : Hue, Saturation and Lightness, Proper use of colormaps
- 2D vs 3D spatial layouts
- Occlusion is a major problem in 3D
- perspective distortion is another
- Text Labels
- Text de-cluttering
- Interaction Principals
- Overview First, Zoom and Filter, Details on Demand
- Interactivity Costs : it has both power and cost.
- Animation
- Composite and Adjacent views
- Single Drawing
- Superimposing and Layering
- Glyphs
- Multiple Views
- Data Reduction
- Overviews and Aggregation
- Filtering and Navigation
- Focus + Context
- Dimensionality reduction
- slicing, projection, dimensional filtering
- Principal Component Analysis
- Examples
- Tables
- General tables, table lens,
- Graphs
- 2D, 3D, nodelink, adjacenecy matrix
- Trees
- Treemaps, node-link
- Geographic
- Spatial Fields
Chapter 28 : Spatial Field Visualization
- 2D Scalar Fields
- Contours, height plot, color maps
- 3D Scalar Fields
- Isosurfaces
- Creating polygonal surfaces using marching cubes
- Ray tracing
- Direct Volume rendering
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