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• Text-specific Web site:
– Easy for student to use and obtain source code from book. – Offers convenient access to many images, references and sample programs to support the discussion in the book.
– Vastly expanded to include all color images, source programs for all complete programs given in the text, and resources closely related to the book’s material.
• C++ as the underlying programming language –Introduces useful classes for graphics, but does not force a rigid object-oriented posture.
• Early, in-depth treatment of 3D graphics and the underlying mathematics – Enables students to produce realistic 3D graphics much earlier in a course. Students can write programs to “fly” a camera through a 3D scene.
• Extensive case studies at the end of each chapter.
• Clear flow of ideas from first principles to the techniques of graphics:
– Develops the underlying mathematics from first principles.
– Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work.
* Clear presentation of the links between a concept, underlying mathematics, program coding, and the result – e.g., the use of vectors in graphics, the underlying theory of transformations, the mathematics of perspective projections, etc.
• An abundance of state-of-the-art worked examples.
• Numerous practice exercises (approx. 30 per chapter).
CONTENTS
Chapter 1 Introduction to Computer Graphics1.1 What is Computer Graphics?
1.2 Where Computer Generated pictures are Used
1.3 Elements of Pictures created in Computer Graphics.
1.4 Graphics display devices
1.5 Graphics Input Primitives and Devices
1.6. Chapter Summary & Exercises
1.7. For Further Reading.
Chapter 2 Getting Started Drawing Figures2.1 Getting started making pictures
2.2 Drawing Basic Graphics Primitives
2.3 Making Line-drawings
2.4 Simple interaction with mouse and keyboard
2.5. Summary
2.6. Case Studies
2.7. For Further Reading.
Chapter 3 Additional Drawing Tools3.1. Introduction
3.2. World Windows and Viewports
3.3. Clipping Lines
3.4. Regular Polygons, Circles, and Arcs
3.5. The Parametric Form of a Curve.
3.6. Summary.
3.7. Case Studies
3.8. For Further Reading.
Chapter 4 Vector Tools for Graphics4.1. Introduction
4.2. Review of Vectors
4.3. The Dot Product.
4.4. The Cross Product of Two Vectors.
4.5. Representations of Key Geometric Objects.
4.6. Finding the Intersection of two Line Segments.
4.7. Intersections of Lines with Planes, and Clipping.
4.8. Polygon Intersection Problems.
4.9. Summary.
4.10. Case Studies
4.11. For Further Reading.
Chapter 5 Transformations of Objects5.1. Introduction
5.2. Introduction to Transformations
5.3. 3D Affine Transformations
5.4. How To Change Coordinate Systems
5.5. Affine Transformations used in a Program.
5.6. To Draw 3D Scenes Interactively with OpenGL.
5.7. Summary.
5.8. Case Studies.
5.9. For Further Reading.
Chapter 6 Modeling Shapes with Polygonal Meshes.6.1. Introduction
6.2. Introduction to Solid Modeling with Polygonal Meshes.
6.3. Polyhedra.
6.4. Extruded Shapes.
6.5. Mesh Approximations to Smooth Objects.
6.6. Particle Systems and Physically Based Systems
6.7. Summary.
6.8. Case Studies.
6.9. For Further Reading.
Chapter 7 Three-Dimensional Viewing7.1 Introduction
7.2. The Camera Revisited.
7.3. To Specify a Camera in a program.
7.4. Perspective Projections of 3D Objects.
7.5. To Produce Stereo Views.
7.6. Taxonomy of Projections.
7.7. Summary
7.8. Case Studies
7.9. For Further Reading.
Chapter 8 Rendering Faces for Visual Realism8.1. Introduction
8.2. Introduction to Shading Models
8.3. Flat Shading and Smooth Shading.
8.4. Adding Hidden Surface Removal.
8.5. To Add Texture to Faces.
8.6. To Add Shadows of Objects.
8.7. OpenGL 2.0 & The Shading Language (GLSL)
8.8. Summary.
8.9. Case Studies
8.10. For Further Reading.
Chapter 9 Tools for Raster Displays9.1. Introduction
9.2. Manipulating Pixmaps.
9.3. Combining Pixmaps.
9.4. Do It Yourself Line Drawing: Bresenham’s Algorithm.
9.5 To Define and Fill Regions of Pixels.
9.6. Manipulating Symbolically-defined Regions.
9.7. Filling Polygon-Defined Regions.
9.8. Aliasing and Anti-Aliasing Techniques.
9.9. Creating More Shades and Colors.
9.10. Summary.
9.11. Case Studies.
9.12. Further Reading
Chapter 10 Curve and Surface Design10.1. Introduction
10.2. Describing Curves using Polynomials.
10.3. On Interactive Curve Design.
10.4. Bezier Curves for Curve Design.
10.5. Properties of Bezier Curves.
10.6. Finding Better Blending functions.
10.7. The B-Spline Basis Functions.
10.8. Useful Properties of B-Spline Curves for Design.
10.9. Rational Splines and NURBS Curves.
10.10. A Glimpse at Interpolation.
10.11. Modeling Curved Surfaces.
10.12. Summary
10.13. Case Studies.
10.14. Further Reading.
Chapter 11 Color Theory11.1. Introduction
11.2. Color Description
11.3. The CIE Standard
11.4. Color Spaces
11.5. Indexed Color and the LUT.
11.6. Color Quantization.
11.7. Summary
11.8. Case Studies
11.9. For Further Reading.
Chapter 12 Ray Tracing12.1. Introduction
12.2. Setting Up the Geometry of Ray Tracing
12.3. Overview of the Ray-Tracing Process
12.4. Intersection of a Ray with an Object.
12.5. Organizing a Ray Tracer Application.
12.6. Intersecting Rays with Other Primitives
12.7. To Draw Shaded Pictures of Scenes
12.8. Adding Surface Texture.
12.9. Anti-aliasing Ray Tracings.
12.10. Using Extents
12.11. Adding Shadows for Greater Realism.
12.12. Reflections and Transparency
12.13. Compound Objects: Boolean Operations on Objects
12.14. Ray Tracing vs. Ray Casting
12.15. Summary.
12.16. Case Studies.
12.17. For Further Reading
A1. Graphics Tools - Obtaining OpenGL. A2. Some Mathematics for Computer GraphicsA2.1 Some Key Definitions for Matrices and their Operations
A2.2. Some Properties of Vectors and their operations.
A2.3. Spherical Coordinates and Direction Cosines.
A3. An Introduction to SDL: Scene Description LanguageA3.1. Syntax of SDL
A3.2. Macros in SDL.
A3.3. Extending SDL.
A4. Fractals and The Mandelbrot SetA4.1. Introduction
A4.2. Fractals and Self-Similarity
A4.3. The Mandelbrot Set
A5. Relative and Turtle Drawing.A5.1. To Develop moveRel() and lineRel().
A5.2. Turtle Graphics
A5.3. Figures Based on Regular Polygons.
References
Index