Interactive computer graphics a top down approach using OpenGL 5th Edition by Edward Angel – Ebook PDF Instant Download/Delivery: 978-0321535863, 0321535863
Full download Interactive computer graphics a top down approach using OpenGL 5th Edition after payment

Product details:
ISBN 10: 0321535863
ISBN 13: 978-0321535863
Author: Edward Angel
Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after students learn to create graphics.
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals.
Table of contents:
CHAPTER 1 GRAPHICS SYSTEMS AND MODELS
1.1.1 Display of Information
1.1.3 Simulation and Animation
1.2.1 Pixels and the Frame Buffer
1.2.2 Output Devices
1.3 Images: Physical and Synthetic
1.3.1 Objects and Viewers
1.3.2 Light and Images
1.3.3 Image Formation Models
1.4.1 The Pinhole Camera
1.4.2 The Human Visual System
1.5 The Synthetic-Camera Model
1.6 The Programmer’s Interface
1.6.1 The Pen-Plotter Model
1.6.2 Three-Dimensional APIs
1.6.3 A Sequence of Images
1.6.4 The Modeling–Rendering Paradigm
1.7 Graphics Architectures
1.7.2 Pipeline Architectures
1.7.3 The Graphics Pipeline
1.7.5 Clipping and Primitive Assembly
1.8 Programmable Pipelines
1.9 Performance Characteristics
Summary and Notes
Exercises
2.1 The Sierpinski Gasket
2.2 Programming Two-Dimensional Applications
2.2.1 Coordinate Systems
2.3 The OpenGL API
2.3.1 Graphics Functions
2.3.2 The Graphics Pipeline and State Machines
2.3.3 The OpenGL Interface
2.4 Primitives and Attributes
2.4.1 Polygon Basics
2.4.2 Polygon Types in OpenGL
2.4.3 Approximating a Sphere
2.4.4 Text
2.4.6 Attributes
2.5 Color
2.5.1 RGB Color
2.5.2 Indexed Color
2.5.3 Setting of Color Attributes
2.6.1 The Orthographic View
2.6.2 Two-Dimensional Viewing
2.7 Control Functions
2.7.1 Interaction with the Window System
2.7.2 Aspect Ratio and Viewports
2.7.3 The main, display, and myinit Functions
2.7.4 Program Structure
2.8 The Gasket Program
2.9 Polygons and Recursion
2.10.1 Use of Three-Dimensional Points
2.10.2 Use of Polygons in Three Dimensions
2.10.3 Hidden-Surface Removal
2.11 Plotting Implicit Functions
2.11.1 Marching Squares
Summary and Notes
Exercises
3.1 Interaction
3.2 Input Devices
3.2.1 Physical Input Devices
3.2.2 Logical Devices
3.2.3 Input Modes
3.3 Clients and Servers
3.4 Display Lists
3.4.1 Definition and Execution of Display Lists
3.4.2 Text and Display Lists
3.4.3 Fonts in GLUT
3.5 Display Lists and Modeling
3.6.1 Using the Pointing Device
3.6.2 Window Events
3.6.3 Keyboard Events
3.6.4 The Display and Idle Callbacks
3.7 Menus
3.8 Picking
3.8.1 Picking and Selection Mode
3.9 A Simple CAD Program
3.10 Building Interactive Models
3.11 Animating Interactive Programs
3.11.1 The Rotating Square
3.11.2 Double Buffering
3.11.3 Using a Timer
3.12 Design of Interactive Programs
3.12.1 Toolkits, Widgets, and the Frame Buffer
3.13 Logic Operations
3.13.1 Drawing Erasable Lines
3.13.3 Cursors and Overlay Planes
Summary and Notes
Exercises
CHAPTER 4 GEOMETRIC OBJECTS AND TRANSFORMATIONS
4.1.1 Geometric Objects
4.1.2 Coordinate-Free Geometry
4.1.3 The Mathematical View: Vector and Affine Spaces
4.1.5 Geometric ADTs
4.1.7 Affine Sums
4.1.9 Dot and Cross Products
4.1.10 Planes
4.2 Three-Dimensional Primitives
4.3 Coordinate Systems and Frames
4.3.2 Change of Coordinate Systems
4.3.3 Example Change of Representation
4.3.4 Homogeneous Coordinates
4.3.5 Example Change in Frames
4.3.6 Working with Representations
4.4 Frames in OpenGL
4.5 Modeling a Colored Cube
4.5.1 Modeling the Faces
4.5.3 Data Structures for Object Representation
4.5.4 The Color Cube
4.5.5 Bilinear Interpolation
4.5.6 Vertex Arrays
4.6 Affine Transformations
4.7 Translation, Rotation, and Scaling
4.7.2 Rotation
4.7.3 Scaling
4.8 Transformations in Homogeneous Coordinates
4.8.1 Translation
4.8.2 Scaling
4.8.3 Rotation
4.8.4 Shear
4.9 Concatenation of Transformations
4.9.1 Rotation About a Fixed Point
4.9.2 General Rotation
4.9.3 The Instance Transformation
4.9.4 Rotation About an Arbitrary Axis
4.10.1 The Current Transformation Matrix
4.10.2 Rotation, Translation, and Scaling
4.10.4 Order of Transformations
4.10.5 Spinning of the Cube
4.10.6 Loading, Pushing, and Popping Matrices
4.11 Interfaces to Three-Dimensional Applications
4.11.2 A Virtual Trackball
4.11.3 Smooth Rotations
4.11.4 Incremental Rotation
4.12.1 Complex Numbers and Quaternions
4.12.2 Quaternions and Rotation
Summary and Notes
Exercises
5.1 Classical and Computer Viewing
5.1.2 Orthographic Projections
5.1.3 Axonometric Projections
5.1.4 Oblique Projections
5.1.5 Perspective Viewing
5.2 Viewing with a Computer
5.3.1 Positioning of the Camera Frame
5.3.2 Two Viewing APIs
5.3.3 The Look-At Function
5.3.4 Other Viewing APIs
5.4.1 Perspective Projections
5.4.2 Orthogonal Projections
5.5 Projections in OpenGL
5.5.1 Perspective in OpenGL
5.5.2 Parallel Viewing in OpenGL
5.6 Hidden-Surface Removal
5.7.1 Meshes
5.7.2 Walking Through a Scene
5.7.3 Polygon Offset
5.8 Parallel-Projection Matrices
5.8.1 Projection Normalization
5.8.2 Orthogonal-Projection Matrices
5.8.3 Oblique Projections
5.9.1 Perspective Normalization
5.9.2 OpenGL Perspective Transformations
5.10 Projections and Shadows
Summary and Notes
Exercises
CHAPTER 6 LIGHTING AND SHADING
6.1 Light and Matter
6.2.1 Color Sources
6.2.2 Ambient Light
6.2.3 Point Sources
6.2.5 Distant Light Sources
6.3 The Phong Lighting Model
6.3.2 Diffuse Reflection
6.3.3 Specular Reflection
6.3.4 The Modified Phong Model
6.4.1 Normal Vectors
6.4.2 Angle of Reflection
6.5 Polygonal Shading
6.5.1 Flat Shading
6.5.2 Smooth and Gouraud Shading
6.5.3 Phong Shading
6.6 Approximation of a Sphere by Recursive Subdivision
6.7 Light Sources in OpenGL
6.8 Specification of Materials in OpenGL
6.9 Shading of the Sphere Model
6.10 Global Illumination
Summary and Notes
Exercises
CHAPTER 7 FROM VERTICES TO FRAGMENTS
7.1 Basic Implementation Strategies
7.2.1 Modeling
7.2.2 Geometry Processing
7.2.3 Rasterization
7.2.4 Fragment Processing
7.4 Line-Segment Clipping
7.4.1 Cohen-Sutherland Clipping
7.4.2 Liang-Barsky Clipping
7.5 Polygon Clipping
7.6 Clipping of Other Primitives
7.6.1 Bounding Boxes and Volumes
7.6.3 Clipping in the Frame Buffer
7.7 Clipping in Three Dimensions
7.8 Rasterization
7.9 Bresenham’s Algorithm
7.10.1 Inside–Outside Testing
7.10.2 OpenGL and Concave Polygons
7.10.3 Fill and Sort
7.10.5 Singularities
7.11.1 Object-Space and Image-Space Approaches
7.11.3 ScanLine Algorithms
7.11.4 Back-Face Removal
7.11.5 The z-Buffer Algorithm
7.11.6 Scan Conversion with the z-Buffer
7.11.7 Depth Sort and the Painter’s Algorithm
7.12 Antialiasing
7.13 Display Considerations
7.13.1 Color Systems
7.13.2 The Color Matrix
7.13.4 Dithering and Halftoning
Summary and Notes
Exercises
8.1 Buffers
8.2 Digital Images
8.3 Writing into Buffers
8.3.1 Writing Modes
8.3.2 Writes with XOR
8.4.1 OpenGL Buffers and the Pixel Pipeline
8.4.2 Bitmaps
8.4.3 Raster Fonts
8.4.4 Pixels and Images
8.4.5 Lookup Tables
8.5 Examples
8.5.2 Testing Algorithms
8.6 Mapping Methods
8.7 Texture Mapping
8.7.1 Two-Dimensional Texture Mapping
8.8 Texture Mapping in OpenGL
8.8.1 Two-Dimensional Texture Mapping
8.8.2 Texture Sampling
8.8.3 Working with Texture Coordinates
8.8.4 Texture Objects
8.8.5 Multitexturing
8.9 Texture Generation
8.10 Environment Maps
8.11 Compositing Techniques
8.11.1 Opacity and Blending
8.11.3 Blending and Compositing in OpenGL
8.11.4 Antialiasing Revisited
8.11.5 Back-to-Front and Front-to-Back Rendering
8.11.6 Texture Transparency and Multitexturing
Summary and Notes
Exercises
CHAPTER 9 MODELING
9.1 Polygonal Meshes
9.1.1 Boundary Representation
9.1.2 Data Structures for Meshes
9.2 Bezier Curves and Surfaces
9.2.1 Parametric Curves
9.2.2 Bernstein Polynomials
9.2.3 Bezier Curves
9.3 B-Splines
9.3.1 Knot Vectors
9.3.2 B-Spline Basis Functions
9.3.3 B-Spline Curves
9.4 Subdivision Surfaces
9.5 Hierarchical Modeling
9.5.1 Transformations in Hierarchical Models
9.5.2 Scene Graphs
9.6 Modeling Languages
9.7 Shape and Appearance
Summary and Notes
Exercises
CHAPTER 10 ANIMATION
10.1 Basics of Animation
10.2 Keyframe Animation
10.3 Procedural Animation
10.4 Morphing
10.5 Motion Capture
10.6 Physics-Based Animation
10.7 Simulation of Particle Systems
10.8 Rigid Body Dynamics
10.9 Deformable Models
Summary and Notes
Exercises
CHAPTER 11 ADVANCED TOPICS
11.1 Ray Tracing
11.2 Radiosity
11.3 Global Illumination
11.4 Image-Based Rendering
11.5 Non-Photorealistic Rendering
Summary and Notes
Exercises
People also search for:
example of top-down approach
what is top down approach in education
interactive computer graphics a top-down approach with webgl
interactive computer graphics a top-down approach with webgl 8th edition
interactive computer graphics angel


