Interactive computer graphics a top-down approach with opengl 6th edition


















You have successfully signed out and will be required to sign back in should you need to download more resources. Edward Angel, University of New Mexico. If you're an educator Request a copy Download instructor resources Alternative formats. If you're a student Alternative formats.

Description 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.

A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics.

New to This Edition. Share a link to All Resources. Instructor Resources. Show order information for All Digital Paper. About the Author s.

Previous editions. Relevant courses. Next editions. Sign In We're sorry! Username Password Forgot your username or password? Sign Up Already have an access code? Instructor resource file download The work is protected by local and international copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning.

Classical and Computer Viewing. Positioning of the Camera. Simple Projections. Projections in OpenGL. Hidden-Surface Removal. Walking Through a Scene. Parallel-Projection Matrices. Perspective-Projection Matrices.

Projections and Shadows. Light and Matter. Light Sources. The Phong Reflection Model. Computation of Vectors. Polygonal Shading. Approximation of a Sphere by Recursive Subdivision. Light Sources in OpenGL. Specification of Materials in OpenGL. Shading of the Sphere Model. Global Rendering. Implementation of a Renderer. Four Major Tasks. Implementation of Transformations. Line-Segment Clipping. Polygon Clipping. Clipping of Other Primitives.

Clipping in Three Dimensions. Scan Conversion. Bresenham's Algorithm. Scan Conversion of Polygons. Display Considerations. Hierarchical and Object-Oriented Graphics. Symbols and Instances. Hierarchical Models. A Robot Arm. Trees and Traversal. Use of Tree Data Structures. Graphical Objects. Scene Graphs. Other Tree Structures. Graphics and the Web. Discrete Techniques. Buffers and Mappings. Texture Mapping. Environmental Maps.

Bump Maps. Writes into Buffers. Compositing Techniques. Use of the Accumulation Buffer. Sampling and Aliasing. Curves and Surfaces. Representation of Curves and Surfaces.

Design Criteria. Parametric Cubic Polynomial Curves. Hermite Curves and Surfaces. Bezier Curves and Surfaces. Cubic B-Splines. General B-Splines. Rendering of Curves and Surfaces. The Utah Teapot. Algebraic Surfaces. Curves and Surfaces in OpenGL. Procedural Methods. Reasons for Using Procedural Models. Physically-Based Models and Particle Systems.

Newtonian Particles. Solving Particle Systems. Language-Based Models. Recursive Methods and Fractals. The Mandelbrot Set. Height Fields and Contours. Visualizing Surfaces and Scalar Fields. Isosurfaces and Marching Cubes. Direct Volume Rendering. Vector-Field Visualization. Tensor Visualization. Appendix A: Sample Programs. Sierpinski Gasket Program. Recursive Generation of Sieroinski Gasket. Three-Dimensional Sierpinski Gasket.

Recursive Three-Dimensional Sierpinski Gasket. Square Drawing Program. Paint Program. Double Buffering Example. Rotating-Cube Program. Rotating Cube Using Vertex Arrays. Rotating Cube with Trackball.



0コメント

  • 1000 / 1000