Computer Graphics Through OpenGL: From Theory to ExperimentsCRC Press, 6 Αυγ 2014 - 951 σελίδες From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an und |
Περιεχόμενα
An Invitation to Computer Graphics | 3 |
On to OpenGL and 3D Computer Graphics | 23 |
Tricks of the Trade | 67 |
An OpenGL Toolbox | 69 |
Movers and Shapers | 99 |
Transformation Animation and Viewing | 101 |
Inside Animation The Theory of Transformations | 183 |
Advanced Animation Techniques | 253 |
Raster Algorithms | 551 |
Anatomy of Curves and Surfaces | 581 |
Bezier | 583 |
BSpline | 605 |
Hermite | 651 |
Well Projected | 663 |
Applications of Projective Spaces | 665 |
The Time is Pipe | 699 |
Geometry for the Home O ce | 285 |
Convexity and Interpolation | 287 |
Triangulation | 307 |
Orientation | 317 |
Making Things Up | 337 |
Modeling in 3D Space | 339 |
Lights Camera Equation | 415 |
Color and Light | 417 |
Texture | 481 |
Special Visual Techniques | 509 |
Pixels Pixels Everywhere | 549 |
FixedFunctionality Pipelines | 701 |
Rendering Pipe Dreams | 743 |
OpenGL 43 Shaders and the Programmable Pipeline Liftoff | 745 |
OpenGL 43 Shaders and the Programmable Pipeline Escape Velocity | 777 |
Projective Spaces and Transformations | 821 |
Math SelfTest | 867 |
Math SelfTest Solutions | 875 |
Bibliography | 885 |
Back Cover | 895 |
Άλλες εκδόσεις - Προβολή όλων
Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition Sumanta Guha Περιορισμένη προεπισκόπηση - 2014 |
Συχνά εμφανιζόμενοι όροι και φράσεις
3-space affine transformation algorithm ambient angle animation applied approximating arrow keys B-spline Bézier curve Bézier surface blending functions buffer called camera Chapter clipping color values command Computer Graphics control points convex convex combination corresponding cubic drawing routine edge equation Euclidean transformation Euler angles example Exercise Experiment Figure fragment shader geometric glColor3f glEnd glRotatef GLSL gluLookAt glVertex3f homogeneous coordinates implemented input interpolation intersection knot vector light source linear mapping mipmaps modeling transformations modelview matrix normal object OpenGL window orientation origin output parameter patch pixel plane polygon polynomial primitives projective point PROJECTIVE SPACES projective transformation Proposition quadratic quaternion raster rational Bézier curve ray tracing reader rectangle reflection rotation scene screenshot Section specified specular sphere spline square.cpp statement straight line tangent tessellation texture coordinates texture map torus translation triangle vertex shader vertices viewer viewing box viewing frustum viewing transformation x-axis z-axis z-value

