Interactive Computer Graphics : A Top-down Approach Using OpenGL

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  • Edition: 5th
  • Format: Hardcover
  • Copyright: 1/1/2009
  • Publisher: Addison Wesley
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Interactive Computer Graphicsis the only introduction to computer graphics text for undergraduates that fully integrates OpenGL reg; and emphasizes application-based programming.Graphics Systems and Models; Graphics Programming; Input and Interaction; Geometric Objects and Transformations; Viewing; Shading; From Vertices to Fragments; Discrete Techniques; Programmable Shaders; Modeling; Curves and Surfaces; Advanced Rendering; Sample Programs; Spaces; Matrices; Synopsis of OpenGL Functions.MARKET:For all readers interested in computer animation and graphics using OpenGL reg; .

Table of Contents

Graphics Systems and Models
Applications of Computer Graphics
A Graphics System
Images: Physical and Synthetic
Imaging Systems
The Synthetic-Camera Model
The Programmers Interface
Graphics Architectures
Programmable Pipelines
Performance Characteristics
Summary And Notes Suggested Readings Exercises
Graphics Programming
The Sierpinski Gasket
Programming Two-Dimensional Applications
The OpenGL API
Primitives and Attributes
Control Functions
The Gasket Program
Polygons and Recursion
The Three-Dimensional Gasket
Plotting Implicit Functions
Summary And Notes Suggested Readings Exercises
Input and Interaction
Input Devices
Clients and Servers
Display Lists
Programming Event-Driven Input
A Simple Paint Program
Building Interactive Models
Animating Interactive Programs
Design of Interactive Programs
Logic Operations
Summary And Notes Suggested Readings Exercises
Geometric Objects and Transformations
Scalars, Points, and Vectors
Three-Dimensional Primitives
Coordinate Systems and Frames
Frames in OpenGL
Modeling a Colored Cube
Affine Transformations
Translation, Rotation, and Scaling
Transformations in Homogeneous Coordinates
Concatenation of Transformations
OpenGL Transformation Matrices
Interfaces to Three-Dimensional Applications
Summary And Notes Suggested Readings Exercises
Classical and Computer Viewing
Viewing with a Computer
Positioning of the Camera
Simple Projections
Projections in OpenGL
Hidden-Surface Removal
Interactive Mesh Displays
Parallel-Projection Matrices
Perspective-Projection Matrices
Projections and Shadows
Summary And Notes Suggested Readings Exercises
Light and Matter
Light Sources
The Phong Reflection Model
Computation of Vectors
Polygonal Shading
Approximation of a Sphere by Recursive Subdivision
Light Sources in OpenGL
Specification of Materials in OpenGL
Shading of the Sphere Model
Global Illumination
Summary And Notes Suggested Readings Exercises
From Vertices to Fragments
Basic Implementation Strategies
Four Major Tasks
Line-Segment Clipping
Polygon Clipping
Clipping of Other Primitives
Clipping in Three Dimensions
Bresenhams Algorithm
Polygon Rasterization
Hidden-Surface Removal
Display Considerations
Summary And Notes Suggested Readings Exercises
Discrete Techniques
Digital Images
Writing into Buffers
Bit and Pixel Operations in OpenGL
Mapping Methods
Texture Mapping
Texture Mapping in OpenGL
Texture Generation
Environment Maps
Compositing Techniques
Multirendering and the Accumulation Buffer
Sampling and Aliasing
Summary And Notes Suggested Readings Exercises
Programmable Shaders
Programmable Pipelines
Shading Languages
Extending OpenGL
The OpenGL Shading Language
The OpenGL Shading Language
Linking Shaders with OpenGL Programs
Moving Vertices
Lighting with Shaders
Fragment Shaders
Per-Vertex Versus Per-Fragment Phong Shading
Cube Maps
Bump Mapping
Summary An
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