Computer Graphics with OpenGLThe basic principles for the design, use, and understanding of computer-graphics systems and applications are presented in this third edition, along with OpenGL programming examples. Both software and hardware components of graphics systems are thoroughly discussed, and an integrated approach is used to relate two-dimensional and three-dimensional graphics topics. Assuming no background in computer graphics, the authors build on fundamental concepts to show how to create pictures ranging from simple line drawings to highly complex photo-realistic scenes. MAJOR NEW FEATURES
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Contents
Illumination Models | 10 |
Graphics Output | 84 |
Angular Intensity Attenuation | 603 |
Copyright | |
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Common terms and phrases
algorithm angle applications array assigned axis B-spline Bézier Bézier curve boundary calculations Cartesian circle clipping planes clipping window color values components Computer Graphics concave polygon control points convex polygon coordinate positions Courtesy cross product curve defined device direction display window edge ellipse endpoint equations example FIGURE fill area fractal frame buffer function geometric glBegin GLfloat GLint GLUT glVertex2iv graphics packages grid input integer intensity intersection light source line segment mapping matrix methods object obtain octree OpenGL operations pixel positions plot procedure proceedings of SIGGRAPH processing projection radiosity raster rectangle reference frame region representation RGBA rotation routines scan line scene screen selected shapes shown in Fig SIGGRAPH space spaceball specified spline straight-line segments surface surface normal symbolic constant texture mapping texture pattern three-dimensional tion transformation triangle two-dimensional vertices view plane view volume viewport void world-coordinate xy plane