3D Computer Graphics: A Mathematical Introduction with OpenGL

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Cambridge University Press, May 19, 2003 - Computers - 371 pages
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This introduction to 3D computer graphics emphasises fundamentals and the mathematics underlying computer graphics while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. Topics include transformations and viewing, lighting and shading, ray tracing, radiosity, texture mapping and color theory, and aspects of animation, including quaternions, orientation, and inverse kinematics.The book is aimed at the advanced undergraduate or introductory graduate level, and can also be used for self-study. The minimal prerequisites, basic knowledge of calculus and vectors, are reviewed in an appendix. Novice OpenGL programmers may also want to consult an OpenGL programming guide.
  

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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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