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