Interactive Computer Graphics
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Interactive Computer Graphics: A Top-Down Approach Using OpenGL: United States Edition

Interactive Computer Graphics: A Top-Down Approach Using OpenGL: United States Edition

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About the Book

Interactive Computer Graphics fourth edition presents introductory computer graphics concepts using a proven top-down, programming-oriented approach and careful integration of OpenGL to teach core concepts.   The fourth edition has been revised to more closely follow the OpenGL pipeline architecture and includes a new chapter on programmable hardware topics (vertex shaders).     As with previous editions, students learn to program three-dimensional applications as soon as possible--low level algorithms (for topics such as line drawing and fill polygons) are presented after students are creating graphics.   The Fourth edition focuses on core theory in graphics.   All topics required for a fundamental course, such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing and hardware issues are covered.  

Table of Contents:
Chapter 1: Graphics Systems and Models 1.1 Applications of Computer Graphics 1.2 A Graphics System 1.3 Images: Physical and Synthetic 1.4 Imaging Systems 1.5 The Synthetic-Camera Model 1.6 The Programmer’s Interface 1.7 Graphics Architectures 1.8 Programmable Pipelines 1.9 Performance Characteristics SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 2: Graphics Programming 2.1 The Sierpinski Gasket 2.2 Programming Two-Dimensional Applications 2.3 The OpenGL API 2.4 Primitives and Attributes 2.5 Color 2.6 Viewing 2.7 Control Functions 2.8 The Gasket Program 2.9 Polygons and Recursion 2.10 The Three-Dimensional Gasket 2.11 Plotting Implicit Functions SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 3: Input and Interaction 3.1 Interaction 3.2 Input Devices 3.3 Clients and Servers 3.4 Display Lists 3.5 Programming Event-Driven Input 3.6 Menus 3.7 Picking 3.8 A Simple Paint Program 3.9 Building Interactive Models 3.10 Animating Interactive Programs 3.11 Design of Interactive Programs 3.12 Logic Operations SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 4: Geometric Objects and Transformations 4.1 Scalars, Points, and Vectors 4.2 Three-Dimensional Primitives 4.3 Coordinate Systems and Frames 4.4 Frames in OpenGL 4.5 Modeling a Colored Cube 4.6 Affine Transformations 4.7 Translation, Rotation, and Scaling 4.8 Transformations in Homogeneous Coordinates 4.9 Concatenation of Transformations 4.10 OpenGL Transformation Matrices 4.11 Interfaces to Three-Dimensional Applications 4.12 Quaternions SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 5: Viewing 5.1 Classical and Computer Viewing 5.2 Viewing with a Computer 5.3 Positioning of the Camera 5.4 Simple Projections 5.5 Projections in OpenGL 5.6 Hidden-Surface Removal 5.7 Interactive Mesh Displays 5.8 Parallel-Projection Matrices 5.9 Perspective-Projection Matrices 5.10 Projections and Shadows SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 6: Shading 6.1 Light and Matter 6.2 Light Sources 6.3 The Phong Reflection Model 6.4 Computation of Vectors 6.5 Polygonal Shading 6.6 Approximation of a Sphere by Recursive Subdivision 6.7 Light Sources in OpenGL 6.8 Specification of Materials in OpenGL 6.9 Shading of the Sphere Model 6.10 Global Illumination SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 7: From Vertices to Fragments 7.1 Basic Implementation Strategies 7.2 Four Major Tasks 7.3 Clipping 7.4 Line-Segment Clipping 7.5 Polygon Clipping 7.6 Clipping of Other Primitives 7.7 Clipping in Three Dimensions 7.8 Rasterization 7.9 Bresenham’s Algorithm 7.10 Polygon Rasterization 7.11 Hidden-Surface Removal 7.12 Antialiasing 7.13 Display Considerations SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 8: Discrete Techniques 8.1 Buffers 8.2 Digital Images 8.3 Writing into Buffers 8.4 Bit and Pixel Operations in OpenGL 8.5 Examples 8.6 Mapping Methods 8.7 Texture Mapping 8.8 Texture Mapping in OpenGL 8.9 Texture Generation 8.10 Environment Maps 8.11 Compositing Techniques 8.12 Multirendering and the Accumulation Buffer 8.13 Sampling and Aliasing SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 9: Programmable Shaders 9.1 Programmable Pipelines 9.2 Shading Languages 9.3 Extending OpenGL 9.4 The OpenGL Shading Language 9.5 The OpenGL Shading Language 9.6 Linking Shaders with OpenGL Programs 9.7 Moving Vertices 9.8 Lighting with Shaders 9.9 Fragment Shaders 9.10 Per-Vertex Versus Per-Fragment Phong Shading 9.11 Samplers 9.12 Cube Maps 9.13 Bump Mapping SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 10: Modeling 10.1 Symbols and Instances 10.2 Hierarchical Models 10.3 A Robot Arm 10.4 Trees and Traversal 10.5 Use of Tree Data Structures 10.6 Animation 10.7 Graphical Objects 10.8 Scene Graphs 10.9 A Simple Scene Graph API 10.10 Other Tree Structures 10.11 Graphics and the Internet 10.12 Procedural Methods 10.13 Physically Based Models and Particle Systems 10.14 Newtonian Particles 10.15 Solving Particle Systems 10.16 Constraints SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 11: Curves and Surfaces 11.1 Representation of Curves and Surfaces 11.2 Design Criteria 11.3 Parametric Cubic Polynomial Curves 11.4 Interpolation 11.5 Hermite Curves and Surfaces 11.6 B'ezier Curves and Surfaces 11.7 Cubic B-Splines 11.8 General B-Splines 11.9 Rendering of Curves and Surfaces 11.10 The Utah Teapot 11.11 Algebraic Surfaces 11.12 Curves and Surfaces in OpenGL 615 SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Chapter 12: Advanced Rendering 12.1 Going Beyond Pipeline Rendering 12.2 Ray Tracing 12.3 Building a Simple Ray Tracer 12.4 The Rendering Equation 12.5 Radiosity 12.6 RenderMan 12.7 Large-Scale Rendering 12.8 Image-Based Rendering SUMMARY AND NOTES SUGGESTED READINGS EXERCISES   Appendix A: Sample Programs A.1 Sierpinski Gasket Program A.2 Recursive Generation of Sierpinski Gasket A.3 Recursive Three-Dimensional Sierpinski Gasket A.4 Marching Squares A.5 Square Drawing Program A.6 Paint Program A.7 Double-Buffering Example A.8 Selection-Mode Picking Program A.9 Rotating-Cube Program A.10 Rotating Cube Using Vertex Arrays A.11 Rotating Cube with a Virtual Trackball A.12 Moving Viewer A.13 Sphere Program A.14 Mandelbrot Set Program A.15 Bresenham’s Algorithm A.16 Rotating Cube with Texture A.17 GLSL Example A.18 Scene-Graph Example A.19 Program for Drawing B'ezier Curves   Appendix B: Spaces B.1 Scalars B.2 Vector Spaces B.3 Affine Spaces B.4 Euclidean Spaces B.5 Projections B.6 Gram-Schmidt Orthogonalization SUGGESTED READINGS EXERCISES   Appendix C: Matrices C.1 Definitions C.2 Matrix Operations C.3 Row and Column Matrices C.4 Rank C.5 Change of Representation C.6 The Cross Product C.7 Eigenvalues and Eigenvectors SUGGESTED READINGS EXERCISES   Appendix D: Synopsis of OpenGL Functions D.1 Specifying Simple Geometry D.2 Attributes D.3 Working with the Window System D.4 Interaction D.5 Enabling Features D.6 Transformations D.7 Viewing D.8 Defining Discrete Primitives D.9 Display Lists D.10 Picking D.11 Lighting D.12 Texture Mapping D.13 State and Buffer Manipulation D.14 Vertex Arrays D.15 Blending Functions D.16 Query Functions D.17 Curve and Surface Functions D.18 GLU Quadrics D.19 GLSL Functions   References Function Index Subject Index  


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Product Details
  • ISBN-13: 9780321321374
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Language: English
  • Sub Title: A Top-Down Approach Using OpenGL: United States Edition
  • ISBN-10: 0321321375
  • Publisher Date: 14 Apr 2005
  • Binding: Hardback
  • No of Pages: 816
  • Weight: 1520 gr


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Interactive Computer Graphics: A Top-Down Approach Using OpenGL: United States Edition
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