Skip to content

Interactive Computer Graphics A Top-down Approach Using OpenGL

Best in textbook rentals since 2012!

ISBN-10: 0321535863

ISBN-13: 9780321535863

Edition: 5th 2009

Authors: Edward Angel

List price: $151.00
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Description:

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; .
Customers also bought

Book details

List price: $151.00
Edition: 5th
Copyright year: 2009
Publisher: Addison Wesley
Publication date: 3/24/2008
Binding: Hardcover
Pages: 864
Size: 8.50" wide x 9.50" long x 1.50" tall
Weight: 3.586
Language: English

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
Color
Viewing
Control Functions
The Gasket Program
Polygons and Recursion
The Three-Dimensional Gasket
Plotting Implicit Functions
Summary And Notes Suggested Readings Exercises
Input and Interaction
Interaction
Input Devices
Clients and Servers
Display Lists
Programming Event-Driven Input
Menus
Picking
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
Quaternions
Summary And Notes Suggested Readings Exercises
Viewing
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
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 Illumination
Summary And Notes Suggested Readings Exercises
From Vertices to Fragments
Basic Implementation Strategies
Four Major Tasks
Clipping
Line-Segment Clipping
Polygon Clipping
Clipping of Other Primitives
Clipping in Three Dimensions
Rasterization
Bresenhams Algorithm
Polygon Rasterization
Hidden-Surface Removal
Antialiasing
Display Considerations
Summary And Notes Suggested Readings Exercises
Discrete Techniques
Buffers
Digital Images
Writing into Buffers
Bit and Pixel Operations in OpenGL
Examples
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
Samplers
Cube Maps
Bump Mapping
Summary An