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Computer Graphics Using OpenGL, CourseSmart eTextbook, 3rd Edition

By Francis S Hill, Jr., Stephen M Kelley

Published by Prentice Hall

Published Date: May 17, 2010

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Description

For undergraduate Computer Graphics courses.

 

Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.

Table of Contents

CONTENTS

Chapter 1 Introduction to Computer Graphics

     1.1 What is Computer Graphics?

     1.2 Where Computer Generated pictures are Used

     1.3 Elements of Pictures created in Computer Graphics.

     1.4 Graphics display devices

1.5 Graphics Input Primitives and Devices

     1.6. Chapter Summary & Exercises

     1.7. For Further Reading.

Chapter 2 Getting Started Drawing Figures

2.1 Getting started making pictures

     2.2 Drawing Basic Graphics Primitives

     2.3 Making Line-drawings

     2.4 Simple interaction with mouse and keyboard

     2.5. Summary

     2.6. Case Studies

     2.7. For Further Reading.

Chapter 3 Additional Drawing Tools

     3.1. Introduction

     3.2. World Windows and Viewports

     3.3. Clipping Lines

     3.4. Regular Polygons, Circles, and Arcs

     3.5. The Parametric Form of a Curve.

     3.6. Summary.

     3.7. Case Studies

     3.8. For Further Reading.

Chapter 4 Vector Tools for Graphics

     4.1. Introduction

     4.2. Review of Vectors

     4.3. The Dot Product.

4.4. The Cross Product of Two Vectors.

4.5. Representations of Key Geometric Objects.

4.6. Finding the Intersection of two Line Segments.

4.7. Intersections of Lines with Planes, and Clipping.

4.8. Polygon Intersection Problems.

4.9. Summary.

4.10. Case Studies

     4.11. For Further Reading.

Chapter 5 Transformations of Objects

5.1. Introduction

5.2. Introduction to Transformations

5.3. 3D Affine Transformations

5.4. How To Change Coordinate Systems

5.5. Affine Transformations used in a Program.

5.6. To Draw 3D Scenes Interactively with OpenGL.

5.7. Summary.

5.8. Case Studies.

5.9. For Further Reading.

Chapter 6 Modeling Shapes with Polygonal Meshes.

6.1. Introduction

6.2. Introduction to Solid Modeling with Polygonal Meshes.

     6.3. Polyhedra.

     6.4. Extruded Shapes.

     6.5. Mesh Approximations to Smooth Objects.

6.6. Particle Systems and Physically Based Systems

6.7. Summary.

6.8. Case Studies.

6.9. For Further Reading.

Chapter 7 Three-Dimensional Viewing

     7.1 Introduction

     7.2. The Camera Revisited.

     7.3. To Specify a Camera in a program. 

     7.4. Perspective Projections of 3D Objects.

     7.5. To Produce Stereo Views.

     7.6. Taxonomy of Projections.

     7.7. Summary

     7.8. Case Studies

     7.9. For Further Reading.

 

Chapter 8 Rendering Faces for Visual Realism

     8.1. Introduction

8.2. Introduction to Shading Models

8.3. Flat Shading and Smooth Shading.

8.4. Adding Hidden Surface Removal.

8.5. To Add Texture to Faces.

8.6. To Add Shadows of Objects.

8.7. OpenGL 2.0 & The Shading Language (GLSL)

8.8. Summary.

8.9. Case Studies

8.10. For Further Reading.

 

Chapter 9 Tools for Raster Displays

9.1. Introduction

9.2. Manipulating Pixmaps.

9.3. Combining Pixmaps.

9.4. Do It Yourself Line Drawing: Bresenham’s Algorithm.

9.5 To Define and Fill Regions of Pixels.

9.6. Manipulating Symbolically-defined Regions.

9.7. Filling Polygon-Defined Regions.

9.8. Aliasing and Anti-Aliasing Techniques.

9.9. Creating More Shades and Colors.

9.10. Summary.

9.11. Case Studies.

9.12. Further Reading

Chapter  10 Curve and Surface Design

10.1. Introduction

10.2. Describing Curves using Polynomials.

10.3. On Interactive Curve Design.

10.4. Bezier Curves for Curve Design.

10.5. Properties of Bezier Curves.

10.6. Finding Better Blending functions.

10.7. The B-Spline Basis Functions.

10.8. Useful Properties of B-Spline Curves for Design.

10.9. Rational Splines and NURBS Curves.

10.10. A Glimpse at Interpolation.

10.11. Modeling Curved Surfaces.

10.12. Summary

10.13. Case Studies.

10.14. Further Reading.

Chapter  11 Color Theory

11.1. Introduction

11.2. Color Description

11.3. The CIE Standard

11.4. Color Spaces

11.5. Indexed Color and the LUT.

11.6. Color Quantization.

11.7. Summary

11.8. Case Studies

11.9. For Further Reading.

Chapter 12 Ray Tracing

12.1. Introduction

12.2. Setting Up the Geometry of Ray Tracing

12.3. Overview of the Ray-Tracing Process

12.4. Intersection of a Ray with an Object.

12.5. Organizing a Ray Tracer Application.

12.6. Intersecting Rays with Other Primitives

12.7. To Draw Shaded Pictures of Scenes

12.8. Adding Surface Texture.

12.9. Anti-aliasing Ray Tracings.

12.10. Using Extents

12.11. Adding Shadows for Greater Realism.

12.12. Reflections and Transparency

12.13. Compound Objects: Boolean Operations on Objects

12.14. Ray Tracing vs. Ray Casting

12.15. Summary.

12.16. Case Studies.

12.17. For Further Reading

 

A1. Graphics Tools - Obtaining OpenGL.   A2. Some Mathematics for Computer Graphics

A2.1 Some Key Definitions for Matrices and their Operations

A2.2. Some Properties of Vectors and their operations.

A2.3. Spherical Coordinates and Direction Cosines.

  A3. An Introduction to SDL: Scene Description Language

A3.1. Syntax of SDL

A3.2. Macros in SDL.

A3.3. Extending SDL.

 

A4. Fractals and The Mandelbrot Set

A4.1. Introduction

A4.2. Fractals and Self-Similarity

A4.3. The Mandelbrot Set

 

A5. Relative and Turtle Drawing.

A5.1. To Develop moveRel() and lineRel().

A5.2. Turtle Graphics

A5.3. Figures Based on Regular Polygons.

 

References

Index

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Computer Graphics Using OpenGL, CourseSmart eTextbook, 3rd Edition
Format: Safari Book

$73.99 | ISBN-13: 978-0-13-513213-5