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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