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Interactive Computer Graphics: A Top-Down Approach with OpenGL

Interactive Computer Graphics: A Top-Down Approach with OpenGL

          
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About the Book

This introductory text recognizes that beginners learn computer graphics more quickly by doing it. Taking a top-down approach, the book gets you started early writing interesting 3D graphics programs. Each chapter is built around a non-trivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail.To enable this approach, the book first describes an important application programmer's interface-OpenGL-a graphics library now available on most platforms, from high-end graphics workstations to PCs. This high-level interface, plus a basic knowledge of C programming, allows you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGL's well-defined architecture also facilitates the book's technical discussions of algorithm implementations.Professor Angel has based this text on his extensive experience teaching computer graphics to students and professionals in computer science, engineering, and other fields. In emphasizing applications programming, his presentation is both practical and enjoyable. At the same time, he covers all the topics required for a fundamental understanding of computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as important hardware issues.The four images that appear on this cover are from a computer-generated video created by University of New Mexico students James Pinkerton and Brian Jones, and artists Thomas Keller andJohn Bell. The story of a robot named Ed and his discovery of self, the video was produced with a variety of graphics and robotic software, including OpenGL, Alias, WaveFront, Igrip, and ProEngineer. The images here show Ed in his work cell, the factory where robots work, a flower that Ed finds, and Ed's reassembly. 0201855712B04062001

Table of Contents:
(Most chapters conclude with 'Summary', 'Suggested Readings' or 'References', and 'Exercises'.) 1. The Basics. Applications of Computer Graphics. Graphics Systems. Images: Physical and Synthetic. The Human Visual System. The Pinhole Camera. The Synthetic Camera Model. The Programmers Interface. Graphics Architectures. Summary. Suggested Readings. Exercises. 2. Getting Started. The Sierpinski Gasket. he Opengl Api. Primitives and Attributes. Color. Viewing. Control. The Gasket Program. The Three-Dimensional Gasket. Summary. Suggested Readings. Exercises. 3. Input and Interaction. Interaction. Input Devices. Clients and Servers. Display Lists. Programming Event-Driven Input. Menus. Picking. A Simple Paint Program. Design of Interactive Programs. Summary. Suggested Readings. Exercises. 4. Geometric Objects and Transformations. Scalars, Points, and Vectors. Three-Dimensional Primitives. Coordinate Systems and Frames. Drawing a Rotating Cube. Affine Transformations. Problem Solving With Loops. Transformations in Homogenous Coordinates. Cocatenation of Transformations. Implementing Transformations. Summary. Suggested Readings. Exercises. 5. Viewing. Classical and Computer Viewing. Positioning the Camera. Simple Projections. Projections in Opengl. Hidden-Surface Removal. Walking Through a Scene. Parallel-Projection Matrices. Perspective-Projection Matrices. Summary. Suggested Readings. Exercises. 6. Shading. 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 Rendering. Summary. Suggested Readings. Exercises. 7. Implementation. Four Major Tasks. Implementing Transformations. Line-Segment Clipping. Polygon Clipping. Clipping of Other Primitives. Clipping in Three Dimensions. Hidden-Surface Removal. Scan Conversion. Bresenhams Algorithm. Scan-Converting Polygons. Antialiasing. Display Considerations. Summary. References. Exercises. 8. Modeling. Symbols and Instances. Hierarchical Models. A Simple Robot Arm. Trees and Traversal. Scene Trees. Language-Based Models. Recursive Methods and Fractals. Physically Based Models and Particle Systems. Summary. References. Exercises. 9. Curves and Surfaces. Representing Curves and Surfaces. Design Criteria. Cubic Polynomial Curves. Interpolation. Hermite Curves and Surfaces. 10. Discrete Technques. Buffers. Digital Images. Bit and Pixel Operations in Opengl. Surface Mapping. Texture Mapping. Environmental Maps. Bump Maps. Compositing Techniques. Use of the Accumulation Buffer. Summary. @AHEADS - Suggested Readings. Exercises. Appendix A. Sample Programs. Appendix B. Spaces. EADS = Appendix C: Matrices.


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Product Details
  • ISBN-13: 9780201855715
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Height: 238 mm
  • No of Pages: 550
  • Spine Width: 25 mm
  • Weight: 1010 gr
  • ISBN-10: 0201855712
  • Publisher Date: 06 Nov 1996
  • Binding: Hardback
  • Language: English
  • Returnable: Y
  • Sub Title: A Top-Down Approach with OpenGL
  • Width: 191 mm


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