Interactive computer graphics : a top-down approach with OpenGL

書誌事項

Interactive computer graphics : a top-down approach with OpenGL

Edward Angel

Addison-Wesley, c2000

2nd ed

タイトル別名

Interactive computer graphics with OpenGL

大学図書館所蔵 件 / 10

この図書・雑誌をさがす

注記

Includes bibliographical references (p. 591-597) and indexes

内容説明・目次

内容説明

This introductory text features a top-down, programming-oriented approach to computer graphics. Capitalizing upon this top-down and hands-on approach, the text quickly gets students writing interesting 3D graphics programs. Angel uses OpenGL, a graphics library supported by most workstations, and the C programming language (which, like OpenGL, is not object-oriented), allowing students to be aware of what is happening at the lowest levels of computer-graphics programming. Each chapter is built around an application, with key principles and techniques explained as needed and in increasing detail, teaching students by example and by practice. While emphasizing applications programming, the book covers all topics required for a fundamental course in computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as hardware issues. The top-down approach taken in this book enables students of computer science and engineering to generate complex interactive applications by the end of their first course, and will give them a solid background for future work or study in computer graphics.

目次

Graphics Systems and Models. Applications of Computer Graphics. 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 Sierpinski Gasket. The OpenGL API. Primitives and Attributes. Color. Viewing. Control Functions. The Gasket Program. Polygons and Recursion. The Three-Dimensional Gasket. Input and Interaction. 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. Scalars, Points, and Vectors. 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. Classical and Computer 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 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 Rendering. Implementation of a Renderer. Four Major Tasks. 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. Symbols and Instances. 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. Buffers and Mappings. 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. Representation of 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. Reasons for Using Procedural Models. Physically-Based Models and Particle Systems. Newtonian Particles. Solving Particle Systems. Constraints. Language-Based Models. Recursive Methods and Fractals. The Mandelbrot Set. Visualization. Data + Geometry. 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. Sierpinski Gasket Program. 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. Scalars. Vector Spaces. Affine Spaces. Euclidean Spaces. Projections. Gram--Schmidt Orthogonalization. Suggested Readings. Appendix C: Matrices. Definitions. Matrix Operations. Row and Column Matrices. Rank. Change of Representation. The Cross Product. Suggested Readings. 020138597XT04062001

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