Interactive Computer Graphics: A Top-down Approach Using OpenGL
This fourth edition of Edward Angel's Interactive Computer Graphics again introduces topics in it's trademark top-down, programming-oriented approach. Students will quickly be able to create exciting interactive graphics applications using OpenGL. Coverage of programmable shaders and additional chapters on Vertex shaders and fragment shaders is incorporated into this new edition. Each chapter is built around applications. Key principles and techniques are explained to teach students by example and by practice. All topics required for a fundamental course in computer graphics are covered. Key topics include light-material interactions, shading, modelling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as hardware issues.; Provides expanded breadth and depth to account for new developments in the field of computer graphics.; Consistent and complete discussion of the pipeline architecture.; Coverage of the OpenGL shading language that is now an official part of OpenGL.; Coverage of Vertex shaders and fragment shaders.; Uses C++, as well as C.; Resterization content is covered before texture mapping.
97 pages matching Chapter in this book
Results 1-3 of 97
What people are saying - Write a review
We haven't found any reviews in the usual places.
GRAPHICS SYSTEMS AND MODELS
43 other sections not shown
Other editions - View all
algorithm angle application program approach approximate array B-spline Bezier curves bump mapping calculation callback camera Chapter clipping complex components computer graphics Consider control points create cube curves and surfaces define determine display lists equation example float fragment program fragment shader frame buffer function geometric objects GLdouble glEnd GLfloat GLSL graphics systems hardware homogeneous coordinates implementation interactive interpolating intersection light source line segment mesh method model-view matrix mouse multiple node normal NURBS OpenGL program operations parameters patch perspective Phong shading pipeline pixel plane polygons polynomial position primitives processor projection quadric radiosity raster ray tracer recursive reflection rendering rendering equation representation rotation scalar scene graph shown in Figure simple space specified specular spline subdivision techniques texture coordinates texture mapping three-dimensional transformation tree triangle two-dimensional values variables vec3 vec4 vector vertex program vertex shader vertices view volume viewer void write