Interactive computer graphics : a top-down approach with opengl
Résumé
Table of Contents
Preface.
1. Getting Started.
Three Views of OpenGL.
OpenGL Functions.
OpenGL Versions of Extensions.
Languages.
Programming Conventions.
Compiling.
Sources.
Who Should Use this Primer.
Outline.
2. Two-Dimensional Programming in OpenGL.
GLUT.
Event Loops and Callback Functions.
Drawing a Rectangle.
Changing the GLUT Defaults.
Color in OpenGL.
Coordinate System Differences Between BLUT and OpenGL.
Two-Dimensional Viewing.
Coordinate Systems and Transformations.
Second Version of a Simple Program.
Primitives and Attributes.
Polygon Types.
Color Interpolation.
Text.
Inquires and Errors.
Saving the State.
3. Interaction and Animation.
The Idle Callback.
A Rotating Square.
Double Buffering.
Using the Keyboard.
Using the Mouse Callback.
Mouse Motion.
Menus.
The NULL Callback.
Subwindows and Multiple Windows.
Example: single_double.c.
Display Lists.
Picking and Selection Mode.
4. Basic Three-Dimensional Programming.
Orthographic Projects in OpenGL.
Viewing a Cube.
Locating the Camera.
Building Objects.
Hidden-Surface Removal.
GLU and FLUT Objects.
Perspective Projects.
5. Transformations.
Homogeneous Coordinates.
The Model-View and Projection Transformations.
Translation.
Rotation.
Scaling.
Setting Matrices Directly.
Transformations and Coordinate Systems
Modeling with Transformations.
6. Lights and Materials.
The Phong Model.
OpenGL Lighting.
Specifying a Light Source.
Specifying a Material
Controlling the Lighting Calculation.
Smooth Shading.
Working with Normals.
Transparency.
7. Images.
Drawing Modes.
Reading and Writing Pixels.
Selecting Buffers.
Pixel Store Modes.
Displaying a PPM Image.
Using Luminance.
Pixel Mapping.
Pixel Zoom.
Imaging Processing in OpenGL.
8. Texture Mapping.
Constructing a Texture Map.
Texture Coordinates.
Texture Parameters.
A Rotating Cube with Texture.
Applying Textures to Surfaces.
Borders and Sizing.
Mipmaps.
Automatic Texture Coordinate Generation.
Texture Objects.
Texture Maps for Image Manipulation.
9. Curves and Surfaces.
Parametric Surfaces.
Bézier Curves and Surfaces.
One-Dimensional OpenGL Evaluators.
Two-Dimensional Evaluators.
An Interactive Example.
Other Types of Cures.
The Utah Teapot.
Normals and Shading.
10. Putting It Together and Moving On.
Other OpenGL Features.
Buffers.
Writing Portable, Efficient, Robust Code.
Index.
Interactive Computer Graphics, 2e: Graphics Systems
and Models.
A Graphics System.
Images: Physical and Synthetic.
The Human Visual System.
The Pinhole Camera.
The Synthetic-Camera Model.
The Programmer's Interface.
Graphics Architectures.
Graphics Programming.
The OpenGL API.
Primitives and Attributes.
Color.
Viewing.
Control Functions.
The Gasket Program.
Polygons and Recursion.
The Three-Dimensional Gasket.
Input and Interaction.
Input Devices.
Clients and Servers.
Display Lists.
Programming Event-Driven Input.
Menus.
Picking.
A Simple Paint Program.
Animating Interactive Programs.
Design of Interactive Programs.
Geometric Objects and Transformations.
Three-Dimensional Primitives.
Coordinate Systems and Frames.
Modeling a Colored Cube.
Affine Transformations.
Rotation, Translation, and Scaling.
Transformations in Homogeneous Coordinates.
Concatenation of Transformations.
OpenGL Transformation Matrices.
Interfaces to Three-Dimensional Applications.
Viewing.
Positioning of the Camera.
Simple Projections.
Projections in OpenGL.
Hidden-Surface Removal.
Walking Through a Scene.
Parallel-Projection Matrices.
Perspective-Projection Matrices.
Projections and Shadows.
Shading.
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 Rendering.
Implementation of a Renderer.
Implementation of Transformations.
Line-Segment Clipping.
Polygon Clipping.
Clipping of Other Primitives.
Clipping in Three Dimensions.
Hidden-Surface Removal.
Scan Conversion.
Bresenham's Algorithm.
Scan Conversion of Polygons.
Antialiasing.
Display Considerations.
Hierarchical and Object-Oriented Graphics.
Hierarchical Models.
A Robot Arm.
Trees and Traversal.
Use of Tree Data Structures.
Animation.
Graphical Objects.
Scene Graphs.
Other Tree Structures.
Graphics and the Web.
Discrete Techniques.
Texture Mapping.
Environmental Maps.
Bump Maps.
Writes into Buffers.
Bit and Pixel Operations in OpenGL.
Compositing Techniques.
Use of the Accumulation Buffer.
Sampling and Aliasing.
Curves and Surfaces.
Design Criteria.
Parametric Cubic Polynomial Curves.
Interpolation.
Hermite Curves and Surfaces.
Bezier Curves and Surfaces.
Cubic B-Splines.
General B-Splines.
Rendering of Curves and Surfaces.
The Utah Teapot.
Algebraic Surfaces.
Curves and Surfaces in OpenGL.
Procedural Methods.
Physically-Based Models and Particle Systems.
Newtonian Particles.
Solving Particle Systems.
Constraints.
Language-Based Models.
Recursive Methods and Fractals.
The Mandelbrot Set.
Visualization.
Height Fields and Contours.
Visualizing Surfaces and Scalar Fields.
Isosurfaces and Marching Cubes.
Direct Volume Rendering.
Vector-Field Visualization.
Tensor Visualization.
Appendix A: Sample Programs.
Recursive Generation of Sieroinski Gasket.
Three-Dimensional Sierpinski Gasket.
Recursive Three-Dimensional Sierpinski Gasket.
Square Drawing Program.
Paint Program.
Double Buffering Example.
Rotating-Cube Program.
Rotating Cube Using Vertex Arrays.
Rotating Cube with Trackball.
Moving Viewer.
Sphere Program.
Appendix B: Spaces.
Vector Spaces.
Affine Spaces.
Euclidean Spaces.
Projections.
Gram—Schmidt Orthogonalization.
Suggested Readings.
Appendix C: Matrices.
Matrix Operations.
Row and Column Matrices.
Rank.
Change of Representation.
The Cross Product.
Suggested Readings.
L'auteur - Edward Angel
is professor of computer science and electrical and computer engineering at the University of New Mexico (UNM), where he has also been department chair and graduate advisor. He is the first UNM Presidential Teaching Fellow. Professor Angel holds a Ph.D. from the University of Southern California.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | Edward Angel |
Parution | 15/08/1999 |
Édition | 2eme édition |
Nb. de pages | 614 |
EAN13 | 9780201748925 |
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