Computer graphics: using OpenGL
Updated throughout for the latest developments and technologies, this book combines the principles and major techniques in computer graphics with state-of-the-art examples.Updates treatment of graphics hardware and algorithms. Discusses the development of video games through history. Emphasizes interactive graphics more strongly than in previous editions. Relates examples to things readers see everyday on the Internet and in computer-generated movies. Carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.A thorough, useful reference for anyone interested in computer graphics.
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Introduction to Computer Graphics
for Raster Images
Initial Steps in Drawing Figures
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affine combination affine transformation algorithm ambient angle array axes axis B-spline B-spline curve Bernstein polynomials Bezier curve blending functions camera Chapter circle clipping coefficients color components computer graphics control points convex coordinate system create cube defined described develop diffuse direction discussed display dot product draw edge endpoints Equation example float for(int frame buffer geometric given graphics pipeline homogeneous coordinates inside interpolation intersection knot knot vector light source mapping matrix mesh method modelview mouse normal vector NURBS object OpenGL parametric form perpendicular perspective picture pixel pixel values pixmap plane polygon polyline polynomials position PRACTICE EXERCISES produce projection pseudodepth raster ray tracing rectangle reflection rotation routine scale scanline scene Section shading shape shown in Figure shows simple specified specular sphere spline surface surface of revolution texture tion translate vertex vertices view volume viewport void