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Computer Science
Computer Graphics and Visualization
Computer Graphics
1. Introduction to Computer Graphics
2. Mathematical Foundations
3. 2D Graphics Fundamentals
4. 3D Graphics Pipeline
5. Lighting and Shading Models
6. Texture Mapping
7. Rasterization and Visibility
8. Advanced Rendering Techniques
9. Real-Time Rendering and Graphics APIs
10. Animation and Simulation
11. Specialized Graphics Topics
Lighting and Shading Models
Light Physics and Perception
Nature of Light
Electromagnetic Spectrum
Visible Light
Light Interaction with Surfaces
Reflection
Refraction
Absorption
Transmission
Human Visual Perception
Color Perception
Brightness Perception
Light Source Types
Ambient Light
Global Illumination Approximation
Ambient Light Properties
Directional Light
Parallel Light Rays
Sun Light Simulation
Point Light Sources
Omnidirectional Emission
Distance Attenuation
Inverse Square Law
Spot Lights
Cone-Shaped Illumination
Inner and Outer Cone Angles
Angular Attenuation
Area Light Sources
Extended Light Sources
Soft Shadows
Material Properties
Surface Reflection Models
Diffuse Reflection
Lambertian Reflection
Lambert's Cosine Law
Specular Reflection
Mirror-like Reflection
Specular Highlights
Shininess Factor
Ambient Reflection
Base Color Component
Material Coefficients
Diffuse Coefficient
Specular Coefficient
Ambient Coefficient
Shininess Exponent
Advanced Material Properties
Transparency
Refraction Index
Emissive Properties
Subsurface Scattering
Local Illumination Models
Phong Illumination Model
Ambient Component
Diffuse Component
Specular Component
Combined Phong Equation
Blinn-Phong Model
Half-Vector Calculation
Modified Specular Term
Computational Advantages
Cook-Torrance Model
Microfacet Theory
Fresnel Reflection
Geometric Attenuation
Shading Techniques
Flat Shading
Per-Polygon Shading
Face Normal Calculation
Faceted Appearance
Gouraud Shading
Per-Vertex Shading
Vertex Normal Calculation
Bilinear Interpolation
Phong Shading
Per-Pixel Shading
Normal Vector Interpolation
Higher Quality Results
Normal Vector Computation
Face Normals
Cross Product Method
Normal Orientation
Vertex Normals
Averaging Face Normals
Weighted Averaging
Smooth vs Sharp Edges
Shadow Generation
Shadow Mapping
Depth Map Generation
Shadow Map Comparison
Shadow Acne and Bias
Percentage Closer Filtering
Shadow Volumes
Stencil Buffer Technique
Shadow Volume Construction
Z-Pass and Z-Fail Methods
Ray-Traced Shadows
Shadow Ray Casting
Hard vs Soft Shadows
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4. 3D Graphics Pipeline
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6. Texture Mapping