Interactive computer graphics : a top-down approach with OpenGL, Edward Angel
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The instance Interactive computer graphics : a top-down approach with OpenGL, Edward Angel represents a material embodiment of a distinct intellectual or artistic creation found in Internet Archive - Open Library. This resource is a combination of several types including: Instance, Electronic.
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Interactive computer graphics : a top-down approach with OpenGL, Edward Angel
Resource Information
The instance Interactive computer graphics : a top-down approach with OpenGL, Edward Angel represents a material embodiment of a distinct intellectual or artistic creation found in Internet Archive - Open Library. This resource is a combination of several types including: Instance, Electronic.
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- Interactive computer graphics : a top-down approach with OpenGL, Edward Angel
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- Title remainder
- a top-down approach with OpenGL
- Statement of responsibility
- Edward Angel
- Bibliography note
- Includes bibliographical references and indexes
- Carrier category
- volume
- Carrier category code
- nc
- Carrier MARC source
- rdacarrier
- Content category
- text
- Content type code
- txt
- Content type MARC source
- rdacontent
- Contents
-
- 2
- 42
- 2.2
- OpenGL API
- 43
- 2.2.1
- Graphics Functions
- 44
- 2.2.2
- OpenGL Interface
- 45
- 1.1.2
- 2.3
- Primitives and Attributes
- 46
- 2.3.1
- Polygon Basics
- 47
- 2.3.2
- Polygon Types in OpenGL
- 49
- 2.3.3
- Design
- Text
- 50
- 2.3.4
- Curved Objects
- 51
- 2.3.5
- Attributes
- 52
- 2.4
- Color
- 3
- 53
- 2.4.1
- RGB Color
- 57
- 2.4.2
- Indexed Color
- 59
- 2.4.3
- Setting of Color Attributes
- 60
- 1.1.3
- 2.5
- Viewing
- 61
- 2.5.1
- Two-Dimensional Viewing
- 61
- 2.5.2
- Orthographic View
- 62
- 2.5.3
- Simulation
- Matrix Modes
- 64
- 2.6
- Control Functions
- 64
- 2.6.1
- Interaction with the Window System
- 65
- 2.6.2
- Aspect Ratio and Viewports
- 3
- 67
- 2.6.3
- Main, display, and myinit Functions
- 68
- 2.6.4
- Program Structure
- 70
- 2.7
- Gasket Program
- 70
- 1.1.4
- 2.8
- Polygons and Recursion
- 71
- 2.9
- Three-Dimensional Gasket
- 74
- 2.9.1
- Use of Three-Dimensional Points
- 74
- 2.9.2
- User Interfaces
- Use of Polygons in Three Dimensions
- 76
- 2.9.3
- Hidden-Surface Removal
- 77
- Chapter 3
- Input and Interaction
- 85
- 3.1
- Interaction
- 4
- 85
- 3.2
- Input Devices
- 87
- 3.2.1
- Physical Input Devices
- 87
- 3.2.2
- Logical Devices
- 90
- Chapter 1
- 1.2
- 3.2.3
- Measure and Trigger
- 91
- 3.2.4
- Input Modes
- 92
- 3.3
- Clients and Servers
- 94
- 3.4
- A Graphics System
- Display Lists
- 95
- 3.4.1
- Definition and Execution of Display Lists
- 97
- 3.4.2
- Text and Display Lists
- 99
- 3.4.3
- Fonts in GLUT
- 5
- 102
- 3.5
- Programming Event-Driven Input
- 103
- 3.5.1
- Using the Pointing Device
- 103
- 3.5.2
- Window Events
- 106
- 1.2.1
- 3.5.3
- Keyboard Events
- 108
- 3.5.4
- Display and Idle Callbacks
- 108
- 3.5.5
- Window Management
- 109
- 3.6
- Pixels and the Frame Buffer
- Menus
- 109
- 3.7
- Picking
- 111
- 3.8
- A Simple Paint Program
- 112
- 3.9
- Animating Interactive Programs
- 6
- 118
- 3.9.1
- Rotating Square
- 118
- 3.9.2
- Double Buffering
- 120
- 3.9.3
- Other Buffering Problems
- 121
- 1.2.2
- 3.10
- Design of Interactive Programs
- 122
- 3.10.1
- Toolkits, Widgets, and the Frame Buffer
- 123
- Chapter 4
- Geometric Objects and Transformations
- 129
- 4.1
- Output Devices
- Scalars, Points, and Vectors
- 130
- 4.1.1
- Geometric View
- 130
- 4.1.2
- Mathematical View: Vector and Affine Spaces
- 131
- 4.1.3
- Computer-Science View
- 7
- 132
- 4.1.4
- Geometric ADTs
- 133
- 4.1.5
- Lines
- 134
- 4.1.6
- Affine Sums
- 135
- 1.2.3
- 4.1.7
- Convexity
- 135
- 4.1.8
- Dot and Cross Products
- 136
- 4.1.9
- Planes
- 137
- 4.2
- Graphics Systems and Models
- Input Devices
- Three-Dimensional Primitives
- 138
- 4.3
- Coordinate Systems and Frames
- 139
- 4.3.1
- Changes of Coordinate Systems
- 141
- 4.3.2
- Example of Change of Representation
- 8
- 144
- 4.3.3
- Homogeneous Coordinates
- 145
- 4.3.4
- Example of Change in Frames
- 148
- 4.3.5
- Frames and ADTs
- 149
- 1.3
- 4.3.6
- Frames in OpenGL
- 151
- 4.4
- Modeling a Colored Cube
- 152
- 4.4.1
- Modeling of a Cube
- 153
- 4.4.2
- Images: Physical and Synthetic
- Inward- and Outward-Pointing Faces
- 154
- 4.4.3
- Data Structures for Object Representation
- 155
- 4.4.4
- Color Cube
- 156
- 4.4.5
- Bilinear Interpolation
- 9
- 157
- 4.4.6
- Vertex Arrays
- 158
- 4.5
- Affine Transformations
- 160
- 4.6
- Rotation, Translation, and Scaling
- 163
- 1.3.1
- 4.6.1
- Translation
- 163
- 4.6.2
- Rotation
- 164
- 4.6.3
- Scaling
- 166
- 4.7
- Objects and Viewers
- Transformations in Homogeneous Coordinates
- 166
- 4.7.1
- Translation
- 167
- 4.7.2
- Scaling
- 168
- 4.7.3
- Rotation
- 9
- 168
- 4.7.4
- Shear
- 170
- 4.8
- Concatenation of Transformations
- 171
- 4.8.1
- Rotation About a Fixed Point
- 172
- 1.3.2
- 4.8.2
- General Rotation
- 173
- 4.8.3
- Instance Transformation
- 174
- 4.8.4
- Rotation About an Arbitrary Axis
- 175
- 4.9
- Light and Images
- OpenGL Transformation Matrices
- 178
- 4.9.1
- Current Transformation Matrix
- 179
- 4.9.2
- Rotation, Translation, and Scaling
- 180
- 4.9.3
- Rotation About a Fixed Point in OpenGL
- 1
- 11
- 180
- 4.9.4
- Order of Transformations
- 181
- 4.9.5
- Spinning of the Cube
- 182
- 4.9.6
- Loading, Pushing, and Popping Matrices
- 183
- 1.3.3
- 4.10
- Interfaces to Three-Dimensional Applications
- 184
- 4.10.1
- Using Areas of the Screen
- 184
- 4.10.2
- A Virtual Trackball
- 185
- 4.10.3
- Ray Tracing
- Smooth Rotations
- 187
- Chapter 5
- Viewing
- 193
- 5.1
- Classical and Computer Viewing
- 194
- 5.1.1
- Classical Viewing
- 13
- 195
- 5.1.2
- Orthographic Projections
- 196
- 5.1.3
- Axonometric Projections
- 197
- 5.1.4
- Oblique Projections
- 198
- 1.4
- 5.1.5
- Perspective Viewing
- 199
- 5.2
- Positioning of the Camera
- 201
- 5.2.1
- Positioning of the Camera Frame
- 201
- 5.2.2
- Human Visual System
- Two Viewing APIs
- 206
- 5.2.3
- Look-At Function
- 209
- 5.2.4
- Other Viewing APIs
- 209
- 5.3
- Simple Projections
- 15
- 210
- 5.3.1
- Perspective Projections
- 211
- 5.3.2
- Orthogonal Projections
- 214
- 5.4
- Projections in OpenGL
- 214
- 1.5
- 5.4.1
- Perspective in OpenGL
- 215
- 5.4.2
- Parallel Viewing in OpenGL
- 217
- 5.5
- Hidden-Surface Removal
- 218
- 5.6
- Pinhole Camera
- Walking Through a Scene
- 219
- 5.7
- Parallel-Projection Matrices
- 221
- 5.7.1
- Projection Normalization
- 221
- 5.7.2
- Orthogonal-Projection Matrices
- 17
- 222
- 5.7.3
- Oblique Projections
- 225
- 5.8
- Perspective-Projection Matrices
- 228
- 5.8.1
- Perspective Normalization
- 228
- 1.1
- 1.6
- 5.8.2
- OpenGL Perspective Transformations
- 231
- 5.9
- Projections and Shadows
- 233
- Chapter 6
- Shading
- 239
- 6.1
- Synthetic-Camera Model
- Light and Matter
- 240
- 6.2
- Light Sources
- 243
- 6.2.1
- Color Sources
- 244
- 6.2.2
- Ambient Light
- 19
- 244
- 6.2.3
- Point Sources
- 245
- 6.2.4
- Spotlights
- 246
- 6.2.5
- Distant Light Sources
- 246
- 1.7
- 6.3
- Phong Reflection Model
- 247
- 6.3.1
- Ambient Reflection
- 249
- 6.3.2
- Diffuse Reflection
- 249
- 6.3.3
- Programmer's Interface
- Specular Reflection
- 250
- 6.4
- Computation of Vectors
- 252
- 6.4.1
- Normal Vectors
- 253
- 6.4.2
- Angle of Reflection
- 21
- 255
- 6.4.3
- Use of the Halfway Vector
- 256
- 6.4.4
- Transmitted Light
- 257
- 6.5
- Polygonal Shading
- 258
- 1.7.1
- 6.5.1
- Flat Shading
- 258
- 6.5.2
- Interpolative and Gouraud Shading
- 260
- 6.5.3
- Phong Shading
- 262
- 6.6
- Application Programmer's Interfaces
- Approximation of a Sphere by Recursive Subdivision
- 263
- 6.7
- Light Sources in OpenGL
- 266
- 6.8
- Specification of Materials in OpenGL
- 268
- 6.9
- Shading of the Sphere Model
- 22
- 269
- 6.10
- Global Rendering
- 271
- 6.10.1
- Ray Tracing
- 271
- 6.10.2
- Radiosity
- 275
- 1.7.2
- Chapter 7
- Implementation of a Renderer
- 281
- 7.1
- Four Major Tasks
- 282
- 7.1.1
- Modeling
- 282
- 7.1.2
- Applications of Computer Graphics
- A Sequence of Images
- Geometric Processing
- 282
- 7.1.3
- Rasterization
- 283
- 7.1.4
- Display
- 283
- 7.1.5
- Basic Implementation Strategies
- 24
- 284
- 7.2
- Implementation of Transformations
- 285
- 7.3
- Line-Segment Clipping
- 287
- 7.3.1
- Cohen-Sutherland Clipping
- 288
- 1.7.3
- 7.3.2
- Liang-Barsky Clipping
- 290
- 7.4
- Polygon Clipping
- 292
- 7.5
- Clipping of Other Primitives
- 295
- 7.5.1
- Modeling--Rendering Paradigm
- Bounding Boxes
- 295
- 7.5.2
- Curves, Surfaces, and Text
- 296
- 7.5.3
- Clipping in the Frame Buffer
- 297
- 7.6
- Clipping in Three Dimensions
- 25
- 297
- 7.7
- Hidden-Surface Removal
- 300
- 7.7.1
- Object-Space and Image-Space Approaches
- 301
- 7.7.2
- Back-Face Removal
- 302
- 1.8
- 7.7.3
- Z-Buffer Algorithm
- 303
- 7.7.4
- Depth Sort and the Painter's Algorithm
- 306
- 7.7.5
- Scan-Line Algorithm
- 308
- 7.8
- Graphics Architectures
- Scan Conversion
- 309
- 7.9
- Bresenham's algorithm
- 311
- 7.10
- Scan Conversion of Polygons
- 313
- 7.10.1
- Inside-Outside Testing
- 26
- 314
- 7.10.2
- OpenGL and Concave Polygons
- 315
- 7.10.3
- Scan Conversion with the z-Buffer
- 316
- 7.10.4
- Fill and Sort
- 317
- 1.8.1
- 7.10.5
- Flood Fill
- 318
- 7.10.6
- Scan-Line Algorithms
- 318
- 7.10.7
- Singularities
- 320
- 7.11
- Display Processors
- Antialiasing
- 320
- 7.12
- Display Considerations
- 322
- 7.12.1
- Color Systems
- 323
- 7.12.2
- Gamma Correction
- 2
- 27
- 326
- 7.12.3
- Dithering and Halftoning
- 327
- Chapter 8
- Hierarchical and Object-Oriented Graphics
- 333
- 8.1
- Symbols and Instances
- 334
- 1.8.2
- 8.2
- Hierarchical Models
- 335
- 8.3
- A Robot Arm
- 337
- 8.4
- Trees and Traversal
- 340
- 8.4.1
- Pipeline Architectures
- A Stack-Based Traversal
- 341
- 8.5
- Use of Tree Data Structures
- 344
- 8.6
- Animation
- 347
- 8.7
- Graphical Objects
- 27
- 349
- 8.7.1
- Methods, Attributes, and Messages
- 350
- 8.7.2
- A Cube Object
- 351
- 8.7.3
- Objects and Hierarchy
- 353
- 1.8.3
- 8.7.4
- Geometric Objects
- 354
- 8.8
- Scene Graphs
- 355
- 8.9
- Other Tree Structures
- 357
- 8.9.1
- Transformations
- CSG Trees
- 357
- 8.9.2
- BSP Trees
- 359
- 8.9.3
- Quadtrees and Octress
- 362
- 8.10
- Graphics and the Web
- 29
- 363
- 8.10.1
- Networks and Protocols
- 363
- 8.10.2
- Hypermedia and HTML
- 364
- 8.10.3
- Databases and VRML
- 365
- 1.8.4
- 8.10.4
- JAVA and Applets
- 366
- Chapter 9
- Discrete Techniques
- 371
- 9.1
- Buffers and Mappings
- 372
- 9.2
- Clipping
- Texture Mapping
- 373
- 9.2.1
- Two-Dimensional Texture Mapping
- 374
- 9.2.2
- Texture Mapping in OpenGL
- 379
- 9.2.3
- Texture Generation
- 29
- 384
- 9.3
- Environmental Maps
- 385
- 9.4
- Bump Maps
- 386
- 9.5
- Writes into Buffers
- 388
- 1.1.1
- 1.8.5
- 9.5.1
- Writing Modes
- 389
- 9.5.2
- Writes with XOR
- 390
- 9.6
- Bit and Pixel Operations in OpenGL
- 391
- Projection
- 30
- 1.8.6
- Rasterization
- 30
- 1.8.7
- Performance Characteristics
- 30
- Chapter 2
- Display of Information
- Graphics Programming
- 35
- 2.1
- Sierpinski Gasket
- 36
- 2.1.1
- Pen-Plotter Model
- 37
- 2.1.2
- Coordinate Systems
- Edition
- 2nd ed.
- Extent
- 1 online resource (xlii, 612 pages
- Form of item
- online
- Media category
- unmediated
- Media MARC source
- rdamedia
- Media type code
- n
- Other control number
- 9780201385977
- Other physical details
- illustrations (some color))
- Record ID
- pathwaysoutofpov00dale
- Specific material designation
- remote
- System control number
- (OCoLC)1036770209
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