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<title>Slides</title>
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<h1>Slides</h1>
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Back to: <a href="index.htm">Computer Graphics and Virtual Environments From Realism to Real-Time</a>
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Note: the slides on this page come from a number of sources and are
targetted at different audiences from undergraduate to
commercial. Unless otherwise stated, the slides are solely about the
chapter they are listed under. They are intended to cover a 50 minute
presentation and can be used independently of other slides.
<p>
We present the slides as three main sets: the first is a set of slides
to give enough material to cover a 30 hour undergraduate course. This
course, as suggested in the book's preface, skips over much of the
detail of radiance equation and color, but then follows the book up to
chapter 17. Later material can be added or skipped as desired. In
particular OpenGL and VRML might be introduced as early as necessary
for coursework or to back up chapters on scene-graphs or real-time
shading.
<p>
The second set of slides comprises a short intense course of six 90
minute sessions. These slides cover several topics in one session,
sometimes fleetingly, so each is listed against several chapters.
<p>
The final set of slides contains variations on material, or slides
that expand beyond the material in the book.
<hr>
<center><b><a href="#part_one">Part One</a> | <a href="#part_two">Part Two</a> | <a href="#part_three">Part Three</a> | <a href="#part_four">Part Four</a> | <a href="#part_five">Part Five</a> | <a href="#part_six">Part Six</a> | <a href="#appendices">Appendices</a> | <a href="#misc">Miscellaneous</a></b></center>
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<b>
<center>
<table BORDER>
<tr>
<th>Chapter<th>Main Course</th><th>Short Course</th><th>Miscellaneous</th>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="part_one">Part One: Introduction: Perception,Light, Colour, and Math</a></p></td>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 1 <a href="chapter_1.htm#slides">Introduction: A Phantom
World of Projections</a></p>
</font>
<td>
<ul>
<li> <a href="slides/introduction.ppt">Introduction</a> <br><i>One or two lectures</i><br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li><a href="slides/ShortCourse1.ppt">1: Illusions and the Fine Art of Approximation</a>
</ul>
<td>
<ul>
<li><a href="slides/presence.ppt">Presence in Virtual Environments</a>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 2 <a href="chapter_2.htm#slides">Mathematics for Virtual
Environments</a></p>
</font>
<td>
<ul>
<li> <a href="slides/maths.ppt">Points, Vectors, Lines, Spheres and Matrices</a><br><i>One or two lectures</i><br><i>Updated 23rd Oct 03</i>
<li> <a href="slides/planes-polygons.ppt">Planes and Polygons</a><br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse2.ppt">2: Mathematics of the Simple Camera</a>
<li> <a href="slides/ShortCourse3.ppt">3: General Camera Model</a>
</ul>
<td>
<ul>
<li> <a href="slides/matrix-math.ppt">Matrix Mathematics</a><br><i>For students with vector maths already</i>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 3 <a href="chapter_3.htm#slides">Lighting - the Radiance
Equation</a></p>
</font>
<td>
<td>
<ul>
<li> <a href="slides/ShortCourse1.ppt">1: Illusions and the Fine Art of Approximation</a>
</ul>
<td>
<ul>
<li> <a href="slides/radiance_equation.ppt">The Radiance Equation</a>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 4 <a href="chapter_4.htm#slides">Color and The Human
Response to Light</a></p>
</font>
<td>
<td>
<ul>
<li> <a href="slides/ShortCourse1.ppt">1: Illusions and the Fine Art of Approximation</a>
</ul>
<td>
<ul>
<li> <a href="slides/colour.ppt">Colour in Computer Graphics</a>
</ul>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="part_two">Part Two: From Realism to
Real-Time I</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 5 <a href="chapter_5.htm#slides">A Painting Metaphor for
Computer Graphics</a></p>
</font>
<td>
<ul>
<li> <a href="slides/simple-camera.ppt">Simple Camera</a><br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse1.ppt">1: Illusions and the Fine Art of Approximation</a>
<li> <a href="slides/ShortCourse2.ppt">2: Mathematics of the Simple Camera</a>
</ul>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 6 <a href="chapter_6.htm#slides">Local Illumination and Ray
Tracing</a></p>
</font>
<td>
<ul>
<li> <a href="slides/local-illumination.ppt">Local Illumination</a> <br><i>Updated 23rd Oct 03</i>
<li> <a href="slides/ray-tracing.ppt">Recursive Ray Tracing</a> <br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse2.ppt">2: Mathematics of the Simple Camera</a>
</ul>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 7 <a href="chapter_7.htm#slides">Generalising the Camera</a></p>
</font>
<td>
<ul>
<li> <a href="slides/general-camera.ppt">General Camera</a> <br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse3.ppt">3: General Camera Model</a>
</ul>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 8 <a href="chapter_8.htm#slides">Constructing a Scene</a></p>
</font>
<td>
<ul>
<li> <a href="slides/poly-intersect.ppt">Ray Tracing Polyhedra</a><br><i>Updated 23rd Oct 03</i>
<li> <a href="slides/scene-graph.ppt">Scene Graphs</a><br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse4.ppt">4: Scenes and Scene Graphs</a>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 9 <a href="chapter_9.htm#slides">Projection: Completing the
Camera Model</a></p>
</font>
<td>
<ul>
<li><a href="slides/projection.ppt">Projection</a><br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse5.ppt">5: From Realism to Real-Time</a>
</ul>
<td>
<ul>
<li><a href="slides/stereo.ppt">Stereo Viewing</a><br><i>Also relevant for Chapter 11</i>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 10 <a href="chapter_10.htm#slides">Clipping Polygons</a></p>
</font>
<td>
<ul>
<li><a href="slides/clipping.ppt">Clipping Polygons</a> <br><i>Updated 23rd Oct 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse5.ppt">5: From Realism to Real-Time</a>
</ul>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 11 <a href="chapter_11.htm#slides">Visibility Determination</a></p>
</font>
<td>
<ul>
<li><a href="slides/visibility.ppt">Visibility Determiniation</a><br><i>Updated 30th October 03</i>
<li><a href="slides/bsp-tree.ppt">Binary Space Partition trees</a> <br><i>One or Two lectures</i><br><i>Updated 30th October 03</i>
</a>
</ul>
<td>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 12 <a href="chapter_12.htm#slides">Rendering Polygons</a></p>
</font>
<td>
<ul>
<li> <a href="slides/poly-rasterise.ppt">Rasterising Polygons</a><br><i>Updated 30th October 03</i>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse6.ppt">6: Real-Time Rendering</a>
</ul>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 13 <a href="chapter_13.htm#slides">Image Space Rendering and
Texturing</a></p>
</font>
<td>
<ul>
<li> <a href="slides/zbuffer.ppt">z buffer</a>
<li> <a href="slides/texture-mapping.ppt">Texture Mapping</a>
</ul>
<td>
<ul>
<li> <a href="slides/ShortCourse6.ppt">6: Real-Time Rendering</a>
</ul>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="part_three">Part Three: From Real-Time to
Realism</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 14 <a href="chapter_14.htm#slides">Shadows: Towards
Real-time Realism</a></p>
</font>
<td>
<ul>
<li><a href="slides/shadows1.ppt">Shadows (1)</a> <br><i>Added 15th Mar 02</i>
<li><a href="slides/shadows2.ppt">Shadows (2)</a> <br><i>Added 15th Mar 02</i>
</a>
</ul>
<td>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 15 <a href="chapter_15.htm#slides">An Introduction to
Radiosity</a></p>
</font>
<td>
<ul>
<li><a href="slides/radiosity_all.ppt">Radiosity
</a>
</ul>
<td>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 16 <a href="chapter_16.htm#slides">Faster Ray Tracing</a></p>
</font>
<td>
<ul>
<li> <a href="slides/fast-raytrace.ppt">Speeding Up Ray
Tracing</a><br><i>Two lectures</i>
<br><i>Updated 23rd November 04</i>
</ul>
<td>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 17 <a href="chapter_17.htm#slides">Clipping and Rendering
Lines</a></p>
</font>
<td>
<ul>
<li> <a href="slides/line-drawingA.ppt">Line Drawing: Version A
Mathematical Derivation</a> <br><i>Updated 26th Mar 03</i>
<li> <a href="slides/line-drawingB.ppt">Line Drawing: Version B
Semi-Formal Methods Derivation</a> <br><i>Updated 26th Mar 03</i>
</ul>
<td>
<td>
<tr>
<td>
<b>
<p ALIGN="CENTER"><a name="part_four">Part Four: Solids, Curves
and Surfaces</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 18 <a href="chapter_18.htm#slides">Constructive Solid
Geometry</a></p>
</font>
<td>
<td>
<td>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 19 <a href="chapter_19.htm#slides">Introduction to Computer
Aided Geometrical Design</a></p>
</font>
<td>
<td>
<td>
<ul>
<li> <a href="slides/B-Splines.pdf">B-Splines</a><br>
<i>Contributed by Celine Loscos</i>
<li> <a href="slides/BezierAlgo.pdf">Drawing a Bezier Curve</a><br>
<i>Contributed by Celine Loscos</i>
<li> <a href="slides/Curves.pdf">Curves</a><br>
<i>Contributed by Celine Loscos</i>
</ul>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="part_five">Part Five: Dynamics and Interaction
in Virtual Environments</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 20 <a href="chapter_20.htm#slides">Human Dynamics in a
Virtual World</a></p>
</font>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 21 <a href="chapter_21.htm#slides">Real-Time Interaction</a></p>
</font>
<b>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="part_six">Part Six: From Realism to Real-Time II</a></p>
</b><font SIZE="2">
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 22 <a href="chapter_22.htm#slides">Ray Based Methods for
Global Illumination</a></p>
</font>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">CHAPTER 23 <a href="chapter_23.htm#slides">Advanced Real-Time
Rendering for Virtual Environments</a>
</font>
<td>
<ul>
<li><a href="slides/occlusion-culling.ppt">Occlusion culling (short)</a>
<br><i>Added November 24th 2004</i>
</ul>
<td>
<td>
<ul>
<li><a href="slides/realtime_intro.ppt">Real-time rendering of large models</a>
<li><a href="slides/occlusion.ppt">Occlusion culling (long)</a>
<li><a href="slides/lightfields.ppt">An Introduction to Light Fields</a>
</ul>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="appendices">Appendices</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY">Appendix A <a href="appendix_a.htm#slides">Introduction to VRML</a></a></p>
</font>
<td>
<td>
<td>
<ul>
<li> <a href="slides/vrml.ppt">Virtual Reality Modeling Language</a>
</ul>
<tr>
<td colspan="4">
<b>
<p ALIGN="CENTER"><a name="misc">Miscellaneous</a></p>
</b>
<tr>
<td>
<font SIZE="2">
<p ALIGN="JUSTIFY"><a href="misc.htm#slides">Miscellaneous</a></a></p>
</font>
<td>
<td>
<td>
<ul>
<li> <a href="slides/opengl.ppt">OpenGL: A Graphics Standard</a>
<li> <a href="slides/animation-java3d.ppt">Animation and Java3D</a>
</ul>
</table>
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