Computer Graphics

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