3D Computer Graphics: A Mathematical Introduction with OpenGL

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Cambridge University Press, May 19, 2003 - Computers - 371 pages
2 Reviews
This introduction to 3D computer graphics emphasises fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, only a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Be'zier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and color theory. The book also covers some aspects of animation, including quaternions, orientation, and inverse kinematics. The book also includes descriptions of how to use the cross-platform API OpenGL for computer graphics programming and source code for a Ray Tracing software package. The book is intended for use in conjunction with any OpenGL programming book, but the more important features of OpenGL are briefly covered to help readers unfamiliar with the language get up to speed. Accompanying software is available freely from the book's web site.
  

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Contents

Introduction
1
Transformations and Viewing
17
Lighting Illumination and Shading
67
Averaging and Interpolation
99
Texture Mapping
126
Color
146
Bezier Curves
155
BSpIines
200
Intersection Testing
257
Radiosity
272
Animation and Kinematics
289
A Mathematics Background
319
B RayTrace Software Package
332
Bibliography
353
Index
359
Copyright

Ray Tracing
233

Common terms and phrases

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