Interactive Computer Graphics: A Top-down Approach Using OpenGLThis 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. |
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Interactive Computer Graphics: A Top-down Approach Using OpenGL Edward Angel No preview available - 2006 |
Common terms and phrases
affine transformations algorithm angle application program approach approximate array Bézier Bézier curves calculation callback Chapter color buffer components computer graphics Consider coordinate system create cube curves define determine device direction display lists equation example float fragment shader frame buffer geometric objects GLdouble glEnd GLenum GLfloat glLoadIdentity GLSL GLUT glVertex3fv graphics systems hardware hidden-surface removal homogeneous coordinates implementation interactive interpolating intersection light source line segment method mode model-view matrix mouse multiple node normal OpenGL operations origin orthogonal parameters particles perspective Phong pipeline pixel polygon polynomial position primitives problem processor projection matrix projection plane radiosity raster ray tracing reflection rendering representation rotation scalars scene scene graph shading shown in Figure simple space specify specular sphere surface techniques texture coordinates texture mapping three-dimensional trackball transformation triangle two-dimensional values vec3 vector vertex shader vertices view volume viewer void z buffer