3D game mathematical foundation

xiaoxiao2021-03-06  92

Chapter 1 vector

1.1 vector of the nature

1.2 points

1.3 fork

1.4 vector space

1.5 this chapter summary

exercise

Chapter 2 Matrix

2.1 nature of the matrix

2.2 Linear equations

2.3 inverse matrix

2.4 Layer

2.5 Feature Values ​​and Feature Vector

2.6 diagonalization

2.7 This chapter summary

exercise

Chapter 3 Transform

3.1 Universal Transformation

3.1.1 orthogonal matrix

3.1.2 Hand-oriented

3.2 Zoom Transformation

3.3 Rotary transformation

3.3.1 Rotate around the axis

3.4 次 coordinates

3.4.1 Four-dimensional transformation

3.4.2 point vector and direction vector

3.4.3 Geometric explanation of coordinates

3.5 Method Transformation

3.6 four yuan

3.6.1 Number of Number of Dollars

3.6.2 Rotation of the quad number

3.6.3 Spherical linear interpolation

3.7 This chapter is summarized

exercise

Chapter 4 Geometry in the three-dimensional engine

4.1 Line of 3D Space

4.1.1 points to the distance

4.1.2 Distance between two straight lines

4.2 Plane in 3D Space

4.2.1 Line and flat intersect

4.2.2 Three flat intersectings

4.2.3 Conversion of Plane

4.3 view

4.3.1 Viewing

4.3.2 Field

4.4 Perspective Correction Interpolation

4.4.1 Depth Interpocation

4.4.2 Interpolation of vertex properties

4.5 Projection

4.5.1 Perspective Projection

4.5.2 is projection

4.5.3 Extraction

4.6 This chapter is summarized

exercise

Chapter 5 Light Tracking

5.1 Solution

5.1.1 multi-multiplicity

5.1.2 three-multiplicity

5.1.3 Four multiplications

5.1.4 Newton - Lafferson iterative law

5.1.5 Refining of the countdown and square root

5.2 surface intersection point

5.2.1 Light intersect with triangles

5.2.2 Light intersecting the long square

5.2.3 Light intersects the sphere

5.2.4 Light intersects the cylindrical surface

5.2.5 Light intersects the curved surface of the annular round

5.3 calculation of the normal vector

5.4 Reflection vector and refraction vector

5.4.1 Calculation of Reflection Vector

5.4.2 Calculation of Refraction Vector

5.5 This chapter is summarized

exercise

Chapter 6 Light

6.1 RGB color system

6.2 Light Source

6.2.1 Ambient Light

6.2.2 Directional Light Source

6.2.3 point light source

6.2.4 Focus Light Source

6.3 diffuse light

6.4 Texture Mapping

6.4.1 Standard Texture

6.4.2 Projection Texture Chart

6.4.3 cube texture

6.5 Mirror reflected light

6.6 emitting light

6.7 bright and dark treatment

6.7.1 calculation of method vector

6.7.2 Gouraud Share Dark Treatment

6.7.3 pHONG shading

6.8 Concluded mapping

6.8.1 Construction of embossing map

6.8.2 Table Space

6.8.3 Calculation of Sliced ​​Vector

6.8.4 implementation

6.9 Physical Reflection Model

6.9.1 Bidirectional Reflection Distribution Function

6.9.2 Cook-Torrance Light Model

6.9.3 FRESNEL Coefficient

6.9.4 Microform Distribution Function

6.9.5 Geometric attenuation coefficient

6.9.6 implementation

6.10 This chapter is summarized

exercise

Chapter 7 visibility judgment

7.1 Border structure

7.1.1 Main component analysis

7.1.2 Constructing a boundary box

7.1.3 Construction Border

7.1.4 Constructing Boundary Ellipsoid

7.1.5 Construction Boundary Cums

7.2 Border Test

7.2.1 Border Ball Test

7.2.2 Border Ellipsoid Test

7.2.3 Boundary cylindrical test

7.2.4 Border Box Test

7.3 spatial segmentation

7.3.1 Tree

7.3.2 Two-fork spatial segmentation tree

7.4 gate system

7.4.1 Tree cutting

7.4.2 Reduce the flatness of the plane

7.5 This chapter is summarized

exercise

Chapter 8 Collision Detection

8.1 Environmental Collision

8.1.1 Spheres and Plane Collision

8.1.2 Chang square and flat collision

8.1.3 Spatial Split

8.2 Items Collision

8.2.1 Collision between two spheres

8.2.2 Collision of spheres and rectangles

8.2.3 collision between the rectangular square

8.3 This chapter summarizes

exercise

Chapter 9 Polygonal Technology

9.1 Depth value correction

9.1.1 Modify Projection Matrix

9.1.2 Selection of correction value

9.1.3 Application Example

9.2 map

9.2.1 map grid

9.2.2 Polygonal Trees 9.3 Bulletin Technology

9.3.1 Unconstrained quadrangular

9.3.2 Constraint

9.3.3 quadrilateral band

9.4 Template Shadow

9.4.1 Construction Scene

9.4.2 Shadow Rendering

9.4.3 Implementation

9.5 Simplified

9.6 This chapter summarizes

exercise

Chapter 10 Linear Physics

10.1 Location Equation

10.2 Second-order differential equation

10.2.1 Quality Equation

10.2.2 Non-Qi Qi Equation

10.2.3 Initial conditions

10.3 Parabolic

10.4 阻 阻 运动

10.5 friction

10.6 This chapter summary

exercise

Chapter 11 Rotating Physics

11.1 Rotating the environment

11.1.1 angular velocity

11.1.2 Centrifugal force

11.1.3 Corioli Lili

11.2 Rigid body movement

11.2.1 Cathorrology

11.2.2 angle momentum and torque

11.2.3 inertial tensor

11.2.4 Primary inertial axis

11.3 vibration

11.3.1 Elastic movement

11.3.2 Pendulum

11.4 This chapter is summarized

exercise

Chapter 12 Fluid Simulation

12.1 wavefront

12.2 Approximate Deterination

12.3 Calculating surface displacement

12.4 algorithm implementation

12.5 This chapter is summarized

exercise

Appendix A plural

Appendix B Triangle Heramology

Appendix C Coordinate

Appendix D Taylor

Appendix E exercise answer

references

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