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
affine affine space affine transformations algorithm aliasing angle application program approach approximation axis B-spline Bezier calculation callback camera Chapter clipping Color Plate computer graphics Consider control points convex coordinate system create cube curves and surfaces define determine device display lists edges equations example fractal frame buffer geometric objects glEnd GLfloat glLoadIdentity GLUT graphics systems hardware homogeneous coordinates implementation input interactive interpolating intersection light source line segment model-view matrix mouse normal OpenGL orthogonal parameters particles perspective PHIGS pipeline pixel polygon polynomial position primitives problem projection plane quadric raster ray tracing reflected rendering representation rotation samples scalars scan line scene screen shading shown in Figure Sierpinski gasket simple space specify sphere spline subdivision techniques texture mapping three dimensions three-dimensional tion transformation triangle two-dimensional values vector vertex vertices view volume viewer void voxel window system write ymax z-buffer Zmax