TL;DR: Part I Basics 1. Rendering polygonal objects 2. Theoretical Foundations 3. The theory and practice of light/object interaction 4. parametric representation techniques 5. Shadow generation techniques 6. mapping techniques: texture and environment mapping
Abstract: Part I Basics 1. Rendering polygonal objects Part II Theoretical Foundations 2. The theory and practice of light/object interaction 3. The theory and practice of parametric representation techniques 4. The theory and practice of anti-aliasing techniques Part III Advanced Rendering Techniques: Approaches, Applications and Algorithms 5. Shadow generation techniques 6. Mapping techniques: texture and environment mapping 7. Procedural texture mapping and modelling 8. Ray tracing I: basic recursive ray tracing 9. Ray tracing II: practical ray tracing 10. Ray tracing III: advanced ray tracing models 11. Radiosity methods 12. Global illumination models 13. Volume rendering techniques 14. Advanced rendering interfaces: shading languages and RenderMan Part IV Advanced Animation 15. Overview and low-level motion specification 16. Animating articulated structures 17. Soft object animation 18. Procedural animation Reference Index
TL;DR: A texture editor that allows a user to interactively create and edit procedural textures that can modulate both diffuse and specular color, the sharpness of specular highlights, the amount of transparency and the surface normals of an object is described.
Abstract: We describe a software system on the Pixel-Planes 5 graphics engine that displays user-defined antialiased procedural textures at rates of about 30 frames per second for use in realtime graphics applications. Our system allows a user to create textures that can modulate both diffuse and specular color, the sharpness of specular highlights, the amount of transparency and the surface normals of an object. We describe a texture editor that allows a user to interactively create and edit procedural textures. Antialiasing is essential for real-time textures, and in this paper we present some techniques for antialiasing procedural textures. Another direction we are exploring is the use of dynamic textures, which are functions of time or orientation. Examples of textures we have generated include a translucent fire texture that waves and flickers and an animated water texture that shows the use of both environment mapping and normal perturbation (bump mapping).