Book description
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware.This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.
- Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems.
- Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment.
- Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
Table of contents
- Cover image
- Title page
- Table of Contents
- The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
- Copyright
- Dedication
- Preface
- Acknowledgments
- Biographies
-
PART I: Concepts
- Chapter 1: Geometry Representation and Modeling
-
Chapter 2: 3D Transformations
- 2.1 Data Representation
- 2.2 Overview of the Transformation Pipeline
- 2.3 Normal Transformation
- 2.4 Texture Coordinate Generation and Transformation
- 2.5 Modeling Transforms
- 2.6 Visualizing Transform Sequences
- 2.7 Projection Transform
- 2.8 The Z Coordinate and Perspective Projection
- 2.9 Vertex Programs
- 2.10 Summary
- Chapter 3: Color, Shading, and Lighting
- Chapter 4: Digital Images and Image Manipulation
- Chapter 5: Texture Mapping
- Chapter 6: Rasterization and Fragment Processing
- Chapter 7: Window System and Platform Integration
- Chapter 8: OpenGL Implementations
-
PART II: Basic Techniques
- Chapter 9: Multiple Rendering Passes
- Chapter 10: Antialiasing
- Chapter 11: Compositing, Blending, and Transparency
- Chapter 12: Image Processing Techniques
- Chapter 13: Basic Transform Techniques
-
Chapter 14: Texture Mapping Techniques
- 14.1 Loading Texture Images into a Framebuffer
- 14.2 Optimizing Texture Coordinate Assignment
- 14.3 3D Textures
- 14.4 Texture Mosaics
- 14.5 Texture Tiling
- 14.6 Texture Paging
- 14.7 Prefiltered Textures
- 14.8 Dual-Paraboloid Environment Mapping
- 14.9 Texture Projection
- 14.10 Texture Color Coding and Contouring
- 14.11 2D Image Warping
- 14.12 Texture Animation
- 14.13 Detail Textures
- 14.14 Texture Sharpening
- 14.15 Mipmap Generation
- 14.16 Texture Map Limits
- 14.17 Summary
-
Chapter 15: Lighting Techniques
- 15.1 Limitations in Vertex Lighting
- 15.2 Fragment Lighting Using Texture Mapping
- 15.3 Spotlight Effects Using Projective Textures
- 15.4 Specular Lighting Using Environment Maps
- 15.5 Light Maps
- 15.6 BRDF-based Lighting
- 15.7 Reflectance Maps
- 15.8 Per-fragment Lighting Computations
- 15.9 Other Lighting Models
- 15.10 Bump Mapping with Textures
- 15.11 Normal Maps
- 15.12 Bump-mapped Reflections
- 15.13 High Dynamic Range Lighting
- 15.14 Global Illumination
- 15.15 Summary
-
PART III: Advanced Techniques
-
Chapter 16: CAD and Modeling Techniques
- 16.1 Picking and Highlighting
- 16.2 Culling Techniques
- 16.3 Occlusion Culling
- 16.4 Geometric Level of Detail
- 16.5 Visualizing Surface Orientation
- 16.6 Visualizing Surface Curvature
- 16.7 Line Rendering Techniques
- 16.8 Coplanar Polygons and Decaling
- 16.9 Capping Clipped Solids
- 16.10 Constructive Solid Geometry
- Chapter 17: Scene Realism
- Chapter 18: Natural Detail
- Chapter 19: Illustration and Artistic Techniques
- Chapter 20: Scientific Visualization
- Chapter 21: Structuring Applications for Performance
-
Chapter 16: CAD and Modeling Techniques
- Using OpenGL Extensions
- Equations
- Bibliography
- Subject Index
Product information
- Title: Advanced Graphics Programming Using OpenGL
- Author(s):
- Release date: February 2005
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080475721
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