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Home > Computing and Information Technology Books > Graphical and digital media applications > Interactive Computer Graphics: A Top-Down Approach Using OpenGL: United States Edition
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

This fourth edition of Edward Angel's Interactive Computer Graphics again introduces topics in it's trademark top-down, programming-oriented approach. Students will quickly be able to create exciting interactive graphics applications using OpenGL. Coverage of programmable shaders and additional chapters on Vertex shaders and fragment shaders is incorporated into this new edition. Each chapter is built around applications. Key principles and techniques are explained to teach students by example and by practice. All topics required for a fundamental course in computer graphics are covered. Key topics include light-material interactions, shading, modelling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as hardware issues.; Provides expanded breadth and depth to account for new developments in the field of computer graphics.; Consistent and complete discussion of the pipeline architecture.; Coverage of the OpenGL shading language that is now an official part of OpenGL.; Coverage of Vertex shaders and fragment shaders.; Uses C++, as well as C.; Resterization content is covered before texture mapping.

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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