Interactive Computer Graphics: A Top-down Approach with OpenGLThis introductory text recognizes that beginners learn computer graphics more quickly by doing it. Taking a top-down approach, the book gets you started early writing interesting 3D graphics programs. Each chapter is built around a non-trivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail. To enable this approach, the book first describes an important application programmers interface-OpenGL-a graphics library now available on most platforms, from high-end graphics workstations to PCs. This high-level interface, plus a basic knowledge of C programming, allows you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGLs well-defined architecture also facilitates the books technical discussions of algorithm implementations. Professor Angel has based this text on his extensive experience teaching computer graphics to students and professionals in computer science, engineering, and other fields. In emphasizing applications programming, his presentation is both practical and enjoyable. At the same time, he covers all the topics required for a fun |
Contents
Graphics Systems and Models | 1 |
Graphics Programming | 35 |
Input and Interaction | 77 |
Copyright | |
12 other sections not shown
Common terms and phrases
addition affine transformations algorithm allow angle appear application approach approximation calculation callback called camera Chapter clipping color computer graphics Consider coordinates create cube curve define derive describe desired determine develop device dimensions direction discuss display draw edges equations example four frame buffer function geometric given GLfloat graphics systems implementation interactive interpolating intersection light light source line segment look mapping matrix method move normal Note objects OpenGL operations origin parameters perspective pipeline pixel plane polygon polynomial position primitives problem produce projection raster reflected rendering represent representation result rotation scene screen shading shown in Figure shows sides simple single space specify Suppose surface techniques texture three-dimensional transformation two-dimensional usually values vector vertices viewer void volume window write