Transformation
Model Transformation
2D transformations
- Scale
- Reflection
- Shear
- Rotate
- Inverse
- Affine Transformations
- Screen resolution
3D transformations
- Rodrigues’ Rotation Formula
View / Camera Transformation
Projection Transformation
- Orthographic
- Perspective
Viewport Transformation
Rasterization
Scanning conversion algorithms
Line
DDA
Bresenham
Polygon
X-Scan line
Active Edge Table Algorithm(AET)
Circle
Bresenham
Positive and negative method
Polygon proximity
Area-filling algorithm
Simple seed filling Algorithm
Scan line seed filling Algorithm
Clip Algorithm
Line
Cohen-Sutherland
Midpoint Displacement
Liang-Barsky
Polygon
Sutherland-Hodgman
Weiler-Atherton
Antialiasing
Aliasing
- Jaggies
- Moire
- Wagon wheel effect
Filtering
- Blurring
- Fourier Transform
Sampling
MSAA (Multisample Antialiasing)
FXAA (Fast Approximate Antialiasing)
TAA (Temporal Antialiasing)
Visibility / occlusion
Painter’s Algorithm
Z-Buffer Algorithm
Shading
Blinn-Phong Reflectance Model
Diffuse reflection
Specular highlights
Ambient lighting
Shading Frequencies
flat shading (Face)
Gouraud shading (Vertex)
Phong shading (Pixel)
Barycentric interpolation
Texture Mapping
Barycentric Coordinates
Texture Magnification
Bilinear Interpolation
Bicubic interpolation
Texture Minification
Mipmap
Trilinear Interpolation
Anisotropic Filtering
Ripmap
EWA filtering
Applications of Textures
Environment Map
Bump / Normal mapping
Displacement mapping
3D Procedural Noise
Geometry
Curves
Bezier curves
De Casteljau’s algorithm
Properties
- Interpolates endpoints
- Tangent to end segments
- Affine transformation property
- Convex hull property
Piecewise Bézier Curves
B-splines
Surfaces
Bezier surfaces
Triangles & quads
Subdivision
Loop Subdivision
Catmull-Clark Subdivision
simplification
Collapsing An Edge
- Quadric Error Metrics
regularization
Ray Tracing
Shadow Mapping
- Hard shadows vs. soft shadows
Whitted-Style Ray Tracing
Bounding Volumes
Axis-Aligned Bounding Box (AABB)
Spatial Partitions
- Oct-Tree
- KD-Tree
- BSP-Tree
Bounding Volume Hierarchy(BVH)
Object Partitions
Radiometry
Radiant Intensity
- 单位立体角上的能量
Irradiance
- 单位面积上的能量
Radiance
- 单位立体角上单位投影面积的能量
Bidirectional Reflectance Distribution Function (BRDF)
The Reflection Equation
The Rendering Equation
Path Tracing
Monte Carlo Integration
Russian Roulette (RR)
Materials and Appearances
Diffuse / Lambertian Material
Glossy material
Ideal reflective / refractive material
- Law of Refraction
- Fresnel Reflection / Term
Microfacet Material
- Microfacet Theory
Isotropic / Anisotropic Materials
Advanced Light Transport
Unbiased light transport methods
Bidirectional path tracing (BDPT)
Metropolis light transport (MLT)
Biased light transport methods
Photon mapping
Vertex connection and merging (VCM)
Instant Radiosity (IR)
Advanced Appearance Modeling
Non-surface models
Participating media
Hair / fur / fiber (BCSDF)
Granular material
Surface models
Translucent material (BSSRDF)
Subsurface Scattering
Cloth
Detailed material (non-statistical BRDF)
Procedural appearance
- Thresholding (noise -> binary noise)
Animation and Simulation
Physically Based Animation
- Cloth
- Fluids
- Mass Spring System
Rigging
Motion Capture
Single Particle Simulation
Euler’s Method
- Errors
- Instability
Midpoint method / Modified Euler
Adaptive step size
Implicit methods
Runge-Kutta Families
Position-based / Verlet integration
Rigid body simulation
Fluid simulation
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