Part One: Introduction: Perception, Light, Colour, and Math
CHAPTER 1 Introduction: A Phantom World of Projections
CHAPTER 2 Mathematics for Virtual Environments
v1 + v2 = (x1+y1, x2+y2, z1+z2) - (EQ2.4)should read
v1 + v2 = (x1+x2, y1+y2, z1+z2) - (EQ2.4)
CHAPTER 3 Lighting - the Radiance Equation
CHAPTER 4 Color and The Human Response to Light
Part Two: From Realism to Real-Time I
CHAPTER 5 A Painting Metaphor for Computer Graphics
CHAPTER 6 Local Illumination and Ray Tracing
CHAPTER 7 Generalising the Camera
CHAPTER 8 Constructing a Scene
CHAPTER 9 Projection: Completing the Camera Model
CHAPTER 10 Clipping Polygons
CHAPTER 11 Visibility Determination
CHAPTER 12 Rendering Polygons
CHAPTER 13 Image Space Rendering and Texturing
Part Three: From Real-Time to Realism
CHAPTER 14 Shadows: Towards Real-time Realism
CHAPTER 15 An Introduction to Radiosity
CHAPTER 16 Faster Ray Tracing
CHAPTER 17 Clipping and Rendering Lines
Part Four: Solids, Curves and Surfaces
CHAPTER 18 Constructive Solid Geometry
CHAPTER 19 Introduction to Computer Aided Geometrical Design
Part Five: Dynamics and Interaction in Virtual Environments
CHAPTER 20 Human Dynamics in a Virtual World
CHAPTER 21 Real-Time Interaction
Part Six: From Realism to Real-Time II
CHAPTER 22 Ray Based Methods for Global Illumination
CHAPTER 23 Advanced Real-Time Rendering for Virtual Environments
Appendix A Introduction to VRML