(* Standard Approximations in Graphics *)

It’s a definitive fact that the real world is simply too detailed to simulate efficiency given physics and geometry. Thus, we’re forced to make models approximate our world, but by their nature are restricted and have error.

Below, we describe a variety of such approximation models, and compare / contract them.

Standard Approximations in Graphics

  1. Standard approximations in graphics: Chapter 14, selected sections.

  1. Introduction and a simple 2D program: Chapters 1, 2, and 3.
  2. Introduction to the geometry of rendering, and further 2D and 3D programs: Chapters 3 and 4.

Human Visual Perception

(* Chapter 5, 35, 28 *) 3. Visual perception and the human visual system: Chapter 5.

Essential Mathematics for Graphics

Modeling 3D Geometry

  1. Modeling of geometry in 2D and 3D: meshes, splines, and implicit models. (Sections 7.1-7.9, Chapters 8 and 9, Sections 22.1-22.4, 23.1-23.3, and 24.1-24.5.)

  1. Images, part 1: Chapter 17, Sections 18.1-18.11.

  2. Images, part 2: Sections 18.12-18.20, Chapter 19.

  3. 2D and 3D transformations: Sections 10.1-10.12, Sections 11.1-11.3, Chapter 12.

  4. Viewing, cameras, and post-homogeneous interpolation. Sections 13.1- 13.7. 15.6.4.

  5. Rasterization and ray casting: Chapter 15.

  6. Light and reflection: Sections 26.1-26.7 (Section 26.5 optional); Section 26.10.

  7. Color: Sections 28.1-28.12.

  8. Basic reflectance models, light transport: Sections 27.1-27.5, 29.1-29.2, 29.6,29.8.

  9. Recursive ray-tracing details, texture: Sections 24.9, 31.16, 20.1-20.6. Preface

  10. Visible surface determination and acceleration data structures; overview of more advanced rendering techniques: selections from Chapters 31, 36, and 37.