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...
Gespeichert in:
1. Verfasser: | |
---|---|
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 |
Beschreibung: | 1 Online-Ressource Illustrationen |
ISBN: | 9780429874840 |
Internformat
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520 | 3 | |a 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 | |
520 | 3 | |a 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 | |
520 | 3 | |a 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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776 | 0 | 8 | |i Erscheint auch als |a Guha, Sumanta |t Computer Graphics Through OpenGL : From Theory to Experiments |d Milton : Chapman and Hall/CRC,c2018 |n Druck-Ausgabe, Hardcover |z 978-1-138-61264-8 |
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Datensatz im Suchindex
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any_adam_object | |
author | Guha, Sumanta |
author_GND | (DE-588)143260871 |
author_facet | Guha, Sumanta |
author_role | aut |
author_sort | Guha, Sumanta |
author_variant | s g sg |
building | Verbundindex |
bvnumber | BV045556889 |
classification_rvk | ST 321 |
classification_tum | DAT 754f DAT 756f |
collection | ZDB-30-PQE |
ctrlnum | (OCoLC)1098186923 (DE-599)GBV1045305553 |
discipline | Informatik |
edition | Third edition |
format | Electronic eBook |
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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</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">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 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genre | 1\p (DE-588)4123623-3 Lehrbuch gnd-content |
genre_facet | Lehrbuch |
id | DE-604.BV045556889 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T08:21:25Z |
institution | BVB |
isbn | 9780429874840 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030940730 |
oclc_num | 1098186923 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM |
owner_facet | DE-91G DE-BY-TUM |
physical | 1 Online-Ressource Illustrationen |
psigel | ZDB-30-PQE ZDB-30-PQE TUM_Einzelkauf |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | CRC Press |
record_format | marc |
spelling | Guha, Sumanta Verfasser (DE-588)143260871 aut Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand Third edition Boca Raton ; London ; New York CRC Press [2019] 1 Online-Ressource Illustrationen txt rdacontent c rdamedia cr rdacarrier 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 OpenGL (DE-588)4391716-1 gnd rswk-swf Visualisierung (DE-588)4188417-6 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf 1\p (DE-588)4123623-3 Lehrbuch gnd-content Computergrafik (DE-588)4010450-3 s OpenGL (DE-588)4391716-1 s Visualisierung (DE-588)4188417-6 s 2\p DE-604 Erscheint auch als Guha, Sumanta Computer Graphics Through OpenGL : From Theory to Experiments Milton : Chapman and Hall/CRC,c2018 Druck-Ausgabe, Hardcover 978-1-138-61264-8 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Guha, Sumanta Computer graphics through OpenGL from theory to experiments OpenGL (DE-588)4391716-1 gnd Visualisierung (DE-588)4188417-6 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4391716-1 (DE-588)4188417-6 (DE-588)4010450-3 (DE-588)4123623-3 |
title | Computer graphics through OpenGL from theory to experiments |
title_auth | Computer graphics through OpenGL from theory to experiments |
title_exact_search | Computer graphics through OpenGL from theory to experiments |
title_full | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_fullStr | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_full_unstemmed | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_short | Computer graphics through OpenGL |
title_sort | computer graphics through opengl from theory to experiments |
title_sub | from theory to experiments |
topic | OpenGL (DE-588)4391716-1 gnd Visualisierung (DE-588)4188417-6 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | OpenGL Visualisierung Computergrafik Lehrbuch |
work_keys_str_mv | AT guhasumanta computergraphicsthroughopenglfromtheorytoexperiments |