Interactive Computer Graphics - Edward Angel

Interactive Computer Graphics

A Top-Down Approach Using OpenGL: International Edition

(Autor)

Buch | Softcover
816 Seiten
2005 | 4th edition
Pearson (Verlag)
978-0-321-31252-5 (ISBN)
84,40 inkl. MwSt
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Presents introductory computer graphics concepts using a top-down, programming-oriented approach and careful integration of OpenGL to teach core concepts. This fourth edition follows the OpenGL pipeline architecture and includes a chapter on programmable hardware topics (vertex shaders).
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.

 

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

 

Erscheint lt. Verlag 14.4.2005
Sprache englisch
Maße 201 x 233 mm
Gewicht 1342 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
ISBN-10 0-321-31252-X / 032131252X
ISBN-13 978-0-321-31252-5 / 9780321312525
Zustand Neuware
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