Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of "Principles of Computer Graphics and OpenGL" is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts, and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses. |
Contents
3 | |
Making Them Move 27 | 26 |
Pixels Images and Image Files | 49 |
Let The Games Begin 67 | 66 |
Section 2 | 81 |
Other editions - View all
Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya® Shalini Govil-Pai No preview available - 2010 |
Common terms and phrases
3D world ambient Android animation applied B-splines back-facing ball basic BMP file bouncing bullet button callback called camera position Chapter color command component computer display Computer Graphics cone control points coordinate system create cube curve define depth/2 display entire code equations example fish frame buffer function g|End g|Loadldentity Gldouble Glfloat GLUT homogenous coordinates icon interpolation key frame light source look martini glass material matrix Maya Maya software meteor mode motion mouse move movie normal vector Nurbs surface object OpenGL parameter pixel pixmap plane polygonal mesh polygons primitive projection radiosity ray tracing render rotation scale scene screen sequence shading shape shot shown smKeyFramePositions snowman Snowy space spaceship specified Specular reflection sphere squash techniques texture mapping transformation Translate values vertex vertex shaders vertices viewing volume viewport void draw VRML window world coordinates xform y-axis z-axis