Computer graphics through OpenGL: from theory to experiments

Cover -- Half Title -- Title -- Copyrights -- Dedication -- Contents -- Preface -- About the Author -- Part I Hello World -- 1 AN INVITATION TO COMPUTER GRAPHICS -- 1.1 Brief History of Computer Graphics -- 1.2 Overview of a Graphics System -- 1.2.1 Input Devices -- 1.2.2 Output Devices -- 1.3 Quick...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
1. Verfasser: Guha, Sumanta (VerfasserIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: Boca Raton ; London ; New York CRC Press [2019]
Ausgabe:Third edition
Schlagworte:
Online-Zugang:TUM01
Zusammenfassung:Cover -- Half Title -- Title -- Copyrights -- Dedication -- Contents -- Preface -- About the Author -- Part I Hello World -- 1 AN INVITATION TO COMPUTER GRAPHICS -- 1.1 Brief History of Computer Graphics -- 1.2 Overview of a Graphics System -- 1.2.1 Input Devices -- 1.2.2 Output Devices -- 1.3 Quick Preview of the Adventures Ahead -- 2 ON TO OPENGL AND 3D COMPUTER GRAPHICS -- 2.1 First Program -- 2.2 Orthographic Projection, Viewing Box and World Coordinates -- 2.3 The OpenGL Window and Screen Coordinates -- 2.4 Clipping -- 2.5 Color, OpenGL State Machine and Interpolation -- 2.6 OpenGL Geometric Primitives -- 2.7 Approximating Curved Objects -- 2.8 Three Dimensions, the Depth Bu er and Perspective Projection -- 2.8.1 A Vital 3D Utility: The Depth Bu er -- 2.8.2 A Helix and Perspective Projection -- 2.9 Drawing Projects -- 2.10 Approximating Curved Objects Once More -- 2.11 An OpenGL Program End to End -- 2.12 Summary, Notes and More Reading -- Part II Tricks of the Trade -- 3 AN OPENGL TOOLBOX -- 3.1 Vertex Arrays and Their Drawing Commands -- 3.2 Vertex Bu er Objects -- 3.3 Vertex Array Objects -- 3.4 Display Lists -- 3.5 Drawing Text -- 3.6 Programming the Mouse -- 3.7 Programming Non-ASCII Keys -- 3.8 Menus -- 3.9 Line Stipples -- 3.10 FreeGLUT Objects -- 3.11 Clipping Planes -- 3.13 Viewports -- 3.12 Frustum, Di erently -- 3.14 Multiple Windows -- 3.15 Summary, Notes and More Reading -- Part III Movers and Shapers -- 4 TRANSFORMATION, ANIMATION AND VIEWING -- 4.1 Modeling Transformations -- 4.1.1 Translation -- 4.1.2 Scaling -- 4.1.3 Rotation -- 4.2 Composing Modeling Transformations -- 4.3 Placing Multiple Objects -- 4.4 Modelview Matrix Stack and Isolating Transformations -- 4.5 Animation -- 4.5.1 Animation Technicals -- 4.5.2 Animation Code -- 4.5.3 Animation Projects -- 4.6 Viewing Transformation
4.6.1 Understanding the Viewing Transformation -- 4.6.2 Simulating a Viewing Transformation with Modeling Transfor-mations -- 4.6.3 Orientation and Euler Angles -- 4.6.4 Viewing Transformation and Collision Detection in Animation -- 4.7 More Animation Code -- 4.7.1 Animating an Articulated Figure -- 4.7.2 Simple Orthographic Shadows -- 4.8 Selection and Picking -- 4.8.1 Selection -- 4.8.2 Picking -- 4.9 Summary, Notes and More Reading -- 5 INSIDE ANIMATION: THE THEORY OF TRANSFORMATIONS -- 5.1 Geometric Transformations in 2-Space -- 5.1.1 Translation -- 5.1.2 Scaling -- 5.1.3 Rotation -- 5.1.4 Re ection -- 5.2 A ne Transformations -- 5.2.1 A ne Transformations De ned -- 5.2.2 A ne Transformations and OpenGL -- 5.2.3 A ne Transformations and Homogeneous Coordinates -- 5.3 Geometric Transformations in 2-Space Continued -- 5.3.1 A ne Geometric Transformations -- 5.3.2 Euclidean and Rigid Transformations -- 5.4 Geometric Transformations in 3-Space -- 5.4.1 Translation -- 5.4.2 Scaling -- 5.4.3 Rotation -- 5.4.4 Re ection -- 5.4.5 A ne Geometric Transformations -- 5.4.6 Accessing and Manipulating the Current Modelview Matrix . -- 5.4.7 Euclidean and Rigid Transformations -- 5.5 Summary, Notes and More Reading -- 6 ADVANCED ANIMATION TECHNIQUES -- 6.1 Frustum Culling by Space Partitioning -- 6.1.1 Space Partitioning -- 6.1.2 Quadtrees -- 6.1.3 Implementation -- 6.1.4 More about Space Partitioning -- 6.2 Occlusion -- 6.2.1 Querying and Culling -- 6.2.2 Conditional Rendering -- 6.3 Timer Queries and Performance Measurememt -- 6.4 Animating Orientation Using Euler Angles -- 6.4.1 Euler Angles and the Orientation of a Rigid Body -- 6.4.2 Animating Orientation -- 6.4.3 Problems with Euler Angles: Gimbal Lock and Ambiguity . . -- 6.5 Quaternions -- 6.5.1 Quaternion Math 101 -- 6.5.2 Quaternions and Orientation -- 6.6 Summary, Notes and More Reading
Part IV Geometry for the Home O ce -- 7 CONVEXITY AND INTERPOLATION -- 7.1 Motivation -- 7.2 Convex Combinations -- 7.3 Interpolation -- 7.4 Convexity and the Convex Hull -- 7.5 Summary, Notes and More Reading -- 8 TRIANGULATION -- 8.1 De nition and Justi cation -- 8.2 Steiner Vertices and the Quality of a Triangulation -- 8.3 Triangulation in OpenGL and the Trouble with Non-Convexity -- 8.4 Summary, Notes and More Reading -- 9 ORIENTATION -- 9.1 Motivation -- 9.2 OpenGL Procedure to Determine Front and Back Faces -- 9.3 Consistently Oriented Triangulation -- 9.4 Culling Obscured Faces -- 9.5 Transformations and the Orientation of Geometric Primitives -- 9.6 Summary, Notes and More Reading -- Part V Making Things Up -- 10 MODELING IN 3D SPACE -- 10.1 Curves -- 10.1.1 Specifying Plane Curves -- 10.1.2 Specifying Space Curves -- 10.1.3 Drawing Curves -- 10.1.4 Polynomial and Rational Parametrizations -- 10.1.5 Conic Sections -- 10.1.6 Curves More Formally -- 10.2 Surfaces -- 10.2.1 Polygons -- 10.2.2 Meshes -- 10.2.3 Planar Surfaces -- 10.2.4 General Surfaces -- 10.2.5 Drawing General Surfaces -- 10.2.6 Swept Surfaces -- 10.2.7 Drawing Projects -- 10.2.8 Ruled Surfaces -- 10.2.9 Quadric Surfaces -- 10.2.10 GLU Quadric Objects -- 10.2.11 Regular Polyhedra -- 10.2.12 Surfaces More Formally -- 10.3 B ezier Phrase Book -- 10.3.1 Curves -- 10.3.2 Surfaces -- 10.4 Importing Objects -- 10.5 Fractals -- 10.6 Summary, Notes and More Reading -- Part VI Lights, Camera, Equation -- 11 COLOR AND LIGHT -- 11.1 Vision and Color Models -- 11.1.1 RGB Color Model -- 11.1.2 CMY and CMYK Color Models -- 11.1.3 HSV (or HSB) Color Model -- 11.1.4 Summary of the Models -- 11.2 Phong's Lighting Model -- 11.2.1 Phong Basics -- 11.2.2 Specifying Light and Material Values -- 11.2.3 Calculating the Re ected Light -- 11.2.4 First Lighting Equation
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ISBN:9780429874840

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