Computer Graphics Programming in OpenGL for Visual Communication

ISBN-10: 0131452541

ISBN-13: 9780131452541

Edition: 2007

Authors: Steve Cunningham

List price: $139.80
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The importance of computer graphics is spreading beyond the computer science discipline and graphics experts. With the ready availability of OpenGL on essentially all platforms, readers can learn to create effective images early on. Emphasizes the programming of interactive 3D animated scenes with OpenGL (not the theoretical aspects of computer graphics). Treats graphics topics descriptively and in a process-oriented manner,rather than mathematically and algorithmically, making the subject more approachable. Emphasizes using computer graphics to communicate effectively, particularly in the sciences. Makes extensive use of the scene graph for organizing graphics programs. Provides code examples throughout. A reader-friendly introduction for anyone interested in learning more about computer graphics.
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Book details

List price: $139.80
Copyright year: 2007
Publisher: Prentice Hall PTR
Publication date: 12/20/2006
Binding: Hardcover
Pages: 632
Size: 7.25" wide x 9.25" long x 1.00" tall
Weight: 2.2
Language: English

Steve Cunningham is a Senior Lecturer in Social Policy at the University of Central Lancashire. He has taught sociology at both undergraduate and postgraduate level. His research interests are focused on the sociology of childhood, children's rights, and, more recently, the impact of asylum policies on the welfare of refugee children, and he is the author of numerous publications in these areas.

What is Computer Graphics?
What is a Graphics API?
Why do Computer Graphics?
Overview of the Book
Getting Started
Visual Communication and Computer Graphics
General Issues in Visual Communication
Use appropriate representation for your information
Keep your images focused
Use appropriate presentation levels for your information
Use appropriate forms for your information
Be very careful to be accurate with your display
Understand and respect the cultural context of your audience
Make your interactions reflect familiar and comfortable relationships between action and effect
3D Geometry and the Geometry Pipeline
The scene and the view
3D model coordinate systems
3D world coordinate system
3D eye coordinate system
Choosing perspective or orthogonal projections
2D eye coordinates
2D screen coordinates
Texture mapping
Depth buffering
The Viewing Process
Different implementation, same result
Graphics cards
A Basic OpenGL Program
The structure of the main() function in OpenGL
Model space
Modeling transformation
3D world space
Viewing transformation
3D eye space
2D eye space
2D screen space
The science in the program
Another way to see the program
OpenGL Extensions
OpenGL glossary for the chapter
Viewing and Projection
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