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Computer graphics through OpenGL : from theory to experiments

Author: Sumanta Guha
Publisher: Boca Raton, FL : CRC Press, ©2011.
Series: Chapman & Hall/CRC computer graphics, geometric modeling, and animation series.
Edition/Format:   Print book : EnglishView all editions and formats
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Document Type: Book
All Authors / Contributors: Sumanta Guha
ISBN: 9781439846209 1439846200
OCLC Number: 587104291
Description: xxix, 858 pages : illustrations (chiefly color) ; 25 cm.
Contents: Machine generated contents note: I. Hello World --
1. 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. 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 Buffer and Perspective Projection --
2.8.1. Vital 3D Utility: The Depth Buffer --
2.8.2. Helix and Perspective Projection --
2.9. Drawing Projects --
2.10. Approximating Curved Objects Once More --
2.11. Summary, Notes and More Reading --
II. Tricks of the Trade --
3. OpenGL Toolbox --
3.1. Vertex Arrays --
3.2. Display Lists --
3.3. Drawing Text --
3.4. Programming Mouse Buttons --
3.5. Programming Non-ASCII Keys --
3.6. Menus --
3.7. Line Stipples --
3.8. GLUT Objects --
3.9. Clipping Planes --
3.10. gluPerspective() --
3.11. Viewports --
3.12. Multiple Windows --
3.13. Summary, Notes and More Reading --
III. Movers and Shapers --
4. Transformation, Animation and Viewing --
4.1. Modeling Transformations --
4.1.1. Translation --
4.1.2. Sealing --
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 Transformations --
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 Shadow Animation --
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. Reflection --
5.2. Affine Transformations --
5.2.1. Affine Transformations Defined --
5.2.2. Affine Transformations and OpenGL --
5.2.3. Affine Transformations and Homogeneous Coordinates --
5.3. Geometric Transformations in 2-Space Continued --
5.3.1. Affine Geometric Transformations --
5.3.2. Euclidean and Rigid Transformations --
5.3.3. Shear --
5.4. Gemetric Transformations in 3-Space --
5.4.1. Translation --
5.4.2. Scaling --
5.4.3. Rotation --
5.4.4. Reflection --
5.4.5. Affine Geometric Transformations --
5.4.6. Accessing and Manipulating the Current Modelview Matrix --
5.4.7. Euclidean and Rigid Transformations --
5.4.8. Shear --
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. Animating Orientation Using Euler Angles --
6.2.1. Euler Angles and the Orientation of a Rigid Body --
6.2.2. Animating Orientation --
6.2.3. Problems with Euler Angles: Gimbal Lock and Ambiguity --
6.3. Quaternions --
6.3.1. Quaternion Math 101 --
6.3.2. Quaternions and Orientation --
6.4. Summary, Notes and More Reading --
IV. Geometry for the Home Office --
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. Definition and Motivation --
8.2. Steiner Vertices and the Quality of a Triangulation --
8.3. Triangulation in OpenGL and the Trouble with Non-Convexity --
8.4. OpenGL Tesselation --
8.5. 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 --
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. Bezier Phrase Book --
10.3.1. Curves --
10.3.2. Surfaces --
10.4. Fractals --
10.5. Summary, Notes and More Reading --
VI. Light, 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 Reflected Light --
11.2.4. First Lighting Equation --
11.3. OpenGL Light and Material Properties --
11.3.1. Light Properties --
11.3.2. Material Properties --
11.3.3. Experimenting with Properties --
11.3.4. Color Material Mode --
11.4. OpenGL Lighting Model --
11.5. Directional Lights, Positional Lights and Attenuation of Intensity --
11.6. Spotlights --
11.7. OpenGL Lighting Equation --
11.8. OpenGL Shading Models --
11.9. Animating Light --
11.10. Partial Derivatives, Tangent Planes and Normal Vectors 101 --
11.11. Computing Normals and Lighting Surfaces --
11.11.1. Polygons and Planar Surfaces --
11.11.2. Meshes --
11.11.3. General Surfaces --
11.11.4. Bezier and Quadric Surfaces --
11.11.5. Transforming Normals --
11.11.6. Normalizing Normals --
11.12. Phong's Shading Model --
11.13. Summary, Notes and More Reading --
12. Texture --
12.1. Texture Basics and the Texture Map --
12.2. Repeating and Clamping Textures --
12.3. Filtering --
12.4. Specifying Texture Coordinates --
12.4.1. Parametrized Surfaces --
12.4.2. Bezier and Quadric Surfaces --
12.5. Lighting Textures --
12.6. Summary, Notes and More Reading --
13. Special Visual Techniques --
13.1. Blending --
13.1.1. Theory --
13.1.2. Experiments --
13.1.3. Opaque and Translucent Objects Together --
13.1.4. Blending Textures --
13.1.5. Creating Reflections --
13.2. Fog --
13.3. Billboarding --
13.4. Antialiasing --
13.5. Environment Mapping --
13.5.1. Sphere Mapping --
13.5.2. Cube Mapping --
13.6. Stencil Buffer Techniques --
13.6.1. OpenGL Buffers --
13.6.2. Using the Stencil Buffer --
13.7. Bump Mapping --
13.8. Summary, Notes and More Reading --
VII. Pixels, Pixels, Everywhere --
14. Raster Algorithms --
14.1. Cohen-Sutherland Line Clipper --
14.2. Sutherland-Hodgeman Polygon Clipper --
14.3. DDA and Bresenham's Line Rasterizers --
14.4. Scan-Based Polygon Rasterizer --
14.4.1. Algorithms --
14.4.2. Optimizing Using Edge Coherence-Active Edge List --
14.5. Summary, Notes and More Reading --
VIII. Anatomy of Curves and Surfaces --
15. Bezier --
15.1. Bezier Curves --
15.1.1. Linear Bezier Curves --
15.1.2. Quadratic Bezier Curves --
15.1.3. Cubic Bezier Curves --
15.1.4. General Bezier Curves --
15.2. Bezier Surfaces --
15.3. Summary, Notes and More Reading --
16. B-Spline --
16.1. Problems with Bezier Primitives: Motivating B-Splines --
16.2. B-Spline Curves --
16.2.1. First-Order B-Splines --
16.2.2. Linear B-Splines --
16.2.3. Quadratic B-Splines --
16.2.4. Cubic B-Splines --
16.2.5. General B-Splines and Non-uniform Knot Vectors --
16.3. B-Spline Surfaces --
16.4. Drawing B-Spline Curves and Surfaces --
16.4.1. B-Spline Curves --
16.4.2. B-Spline Surfaces --
16.4.3. Lighting and Texturing a B-Spline Surface --
16.4.4. Trimmed B-Spline Surface --
16.5. Summary, Notes and More Reading --
17. Hermite --
17.1. Hermite Splines --
17.2. Natural Cubic Splines --
17.3. Cardinal Splines --
17.4. Hermite Surface Patches --
17.5. Summary, Notes and More Reading --
IX. Projective Advantage --
18. Applications of Projective Spaces --
18.1. OpenGL Projection Transformations --
18.1.1. Viewing Box to Canonical Viewing Box --
18.1.2. Viewing Frustum to Canonical Viewing Box --
18.1.3. Projection Matrix Stack --
18.1.4. Perspective Shadows --
18.2. Rational Bezier and NURBS Curves and Surfaces --
18.2.1. Rational Bezier Curves Basics --
18.2.2. Drawing Rational Bezier Curves --
18.2.3. Rational Bezier Curves and Conic Sections --
18.2.4. Properties of Rational Bezier Curves --
18.2.5. Rational Bezier Curves and Projective Invariance --
18.2.6. Rational Bezier Curves in the Real World --
18.2.7. Rational Bezier Surfaces --
18.2.8. `R' in NURBS --
18.3. Summary, Notes and More Reading --
X. Time is Pipe --
19. Fixed-Functionality Pipelines --
19.1. Synthetic-Camera Pipeline --
19.1.1. Pipeline: Preliminary Version. Note continued: 19.1.2. Perspective Division by Zero --
19.1.3. Rasterization with Perspective Correction --
19.1.4. Revised Pipeline --
19.1.5. OpenGL Pipeline --
19.1.6. 1D Primitive Example --
19.1.7. Exercising the Pipeline --
19.2. Ray Tracing Pipeline --
19.2.1. Going Global: Shadows --
19.2.2. Going Even More Global: Recursive Reflection and Transmission --
19.3. Radiosity --
19.3.1. Introduction --
19.3.2. Basic Theory --
19.3.3. Computing Form Factors --
19.3.4. Solving the Radiosity Equation to Determine Patch Brightnesses --
19.3.5. Implementing Radiosity --
19.4. BSP Trees --
19.5. Summary, Notes and More Reading --
20. Programmable Pipelines --
20.1. GLSL Basics --
20.1.1. Attaching Shaders --
20.1.2. Data Types --
20.1.3. Swizzling --
20.2. Communication --
20.2.1. Overview --
20.2.2. Specifying Interface Variables with Qualifiers --
20.3. Per-Pixel Lighting --
20.4. Textures --
20.5. Summary, Notes and More Reading --
Appendices --
A. Projective Spaces and Transformations --
A.1. Motivation and Definition of the Projective Plane --
A.2. Geometry on the Projective Plane and Point-Line Duality --
A.3. Homogeneous Coordinates --
A.4. Structure of the Projective Plane --
A.4.1. Embedding the Real Plane in the Projective Plane --
A.4.2. Thought Experiment --
A.4.3. Regular Points and Points at Infinity --
A.5. Snapshot Transformations --
A.6. Homogeneous Polynomial Equations --
A.6.1. More About Point-Line Duality --
A.6.2. Lifting an Algebraic Curve from the Real to the Projective Plane --
A.6.3. Snapshot Transformations Algebraically --
A.7. Dimension of the Projective Plane and Its Generalization to Higher Dimensions --
A.8. Projective Transformations Defined --
A.9. Projective Transformations Geometrically --
A.10. Relating Projective, Snapshot and Affine Transformations --
A.10.1. Snapshot Transformations via Projective Transformations --
A.10.2. Affine Transformations via Projective Transformations --
A.11. Designing a Projective Transformation to Specification --
B. Installing OpenGL and Running Code --
B.1. Microsoft Windows XP and Higher --
B.2. Mac OS X Snow Leopard --
B.3. Ubuntu Linux --
C. Math Self-Test --
D. Math Self-Test Solutions.
Series Title: Chapman & Hall/CRC computer graphics, geometric modeling, and animation series.
Responsibility: Sumanta Guha.

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