Computer Graphics

Book Description

Complete Coverage of the Current Practice of Computer Graphics
Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics.

Up-to-Date Techniques, Algorithms, and API
The book includes mathematical background on vectors and matrices as well as quaternions, splines, curves, and surfaces. It presents geometrical algorithms in 2D and 3D for spatial data structures using large data sets. Although the book is mainly based on OpenGL 3.3, it also covers tessellation in OpenGL 4.0, contains an overview of OpenGL ES 2.0, and discusses the new WebGL, which allows students to use OpenGL with shaders directly in their browser. In addition, the authors describe a variety of special effects, including procedural modeling and texturing, fractals, and non-photorealistic rendering. They also explain the fundamentals of the dominant language (OpenCL) and platform (CUDA) of GPGPUs.

Web Resource
On the book’s CRC Press web page, students can download many ready-to-use examples of C++ code demonstrating various effects. C++ wrappers for basic OpenGL entities, such as textures and programs, are also provided.

In-Depth Guidance on a Programmable Graphics Pipeline
Requiring only basic knowledge of analytic geometry, linear algebra, and C++, this text guides students through the OpenGL pipeline. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping.

Table of Contents

  1. Front Cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Foreword
  5. List of Figures (1/2)
  6. List of Figures (2/2)
  7. List of Tables
  8. Chapter 1: Introduction: Basic concepts (1/2)
  9. Chapter 1: Introduction: Basic concepts (2/2)
  10. Chapter 2: Transforms in 2D (1/4)
  11. Chapter 2: Transforms in 2D (2/4)
  12. Chapter 2: Transforms in 2D (3/4)
  13. Chapter 2: Transforms in 2D (4/4)
  14. Chapter 3: Geometric algorithms in 2D (1/6)
  15. Chapter 3: Geometric algorithms in 2D (2/6)
  16. Chapter 3: Geometric algorithms in 2D (3/6)
  17. Chapter 3: Geometric algorithms in 2D (4/6)
  18. Chapter 3: Geometric algorithms in 2D (5/6)
  19. Chapter 3: Geometric algorithms in 2D (6/6)
  20. Chapter 4: Transformations in 3D, projections,quaternions (1/5)
  21. Chapter 4: Transformations in 3D, projections,quaternions (2/5)
  22. Chapter 4: Transformations in 3D, projections,quaternions (3/5)
  23. Chapter 4: Transformations in 3D, projections,quaternions (4/5)
  24. Chapter 4: Transformations in 3D, projections,quaternions (5/5)
  25. Chapter 5: Basic raster algorithms (1/4)
  26. Chapter 5: Basic raster algorithms (2/4)
  27. Chapter 5: Basic raster algorithms (3/4)
  28. Chapter 5: Basic raster algorithms (4/4)
  29. Chapter 6: Color and color models (1/5)
  30. Chapter 6: Color and color models (2/5)
  31. Chapter 6: Color and color models (3/5)
  32. Chapter 6: Color and color models (4/5)
  33. Chapter 6: Color and color models (5/5)
  34. Chapter 7: Basics freeglut and GLEW forOpenGL rendering (1/2)
  35. Chapter 7: Basics freeglut and GLEW forOpenGL rendering (2/2)
  36. Chapter 8: Hidden surface removal (1/6)
  37. Chapter 8: Hidden surface removal (2/6)
  38. Chapter 8: Hidden surface removal (3/6)
  39. Chapter 8: Hidden surface removal (4/6)
  40. Chapter 8: Hidden surface removal (5/6)
  41. Chapter 8: Hidden surface removal (6/6)
  42. Chapter 9: Modern OpenGL: The beginning (1/9)
  43. Chapter 9: Modern OpenGL: The beginning (2/9)
  44. Chapter 9: Modern OpenGL: The beginning (3/9)
  45. Chapter 9: Modern OpenGL: The beginning (4/9)
  46. Chapter 9: Modern OpenGL: The beginning (5/9)
  47. Chapter 9: Modern OpenGL: The beginning (6/9)
  48. Chapter 9: Modern OpenGL: The beginning (7/9)
  49. Chapter 9: Modern OpenGL: The beginning (8/9)
  50. Chapter 9: Modern OpenGL: The beginning (9/9)
  51. Chapter 10: Working with large 2D/3D data sets (1/8)
  52. Chapter 10: Working with large 2D/3D data sets (2/8)
  53. Chapter 10: Working with large 2D/3D data sets (3/8)
  54. Chapter 10: Working with large 2D/3D data sets (4/8)
  55. Chapter 10: Working with large 2D/3D data sets (5/8)
  56. Chapter 10: Working with large 2D/3D data sets (6/8)
  57. Chapter 10: Working with large 2D/3D data sets (7/8)
  58. Chapter 10: Working with large 2D/3D data sets (8/8)
  59. Chapter 11: Curves and surfaces: Geometricmodeling (1/7)
  60. Chapter 11: Curves and surfaces: Geometricmodeling (2/7)
  61. Chapter 11: Curves and surfaces: Geometricmodeling (3/7)
  62. Chapter 11: Curves and surfaces: Geometricmodeling (4/7)
  63. Chapter 11: Curves and surfaces: Geometricmodeling (5/7)
  64. Chapter 11: Curves and surfaces: Geometricmodeling (6/7)
  65. Chapter 11: Curves and surfaces: Geometricmodeling (7/7)
  66. Chapter 12: Basics of animation (1/2)
  67. Chapter 12: Basics of animation (2/2)
  68. Chapter 13: Lighting models (1/6)
  69. Chapter 13: Lighting models (2/6)
  70. Chapter 13: Lighting models (3/6)
  71. Chapter 13: Lighting models (4/6)
  72. Chapter 13: Lighting models (5/6)
  73. Chapter 13: Lighting models (6/6)
  74. Chapter 14: Advanced OpenGL (1/16)
  75. Chapter 14: Advanced OpenGL (2/16)
  76. Chapter 14: Advanced OpenGL (3/16)
  77. Chapter 14: Advanced OpenGL (4/16)
  78. Chapter 14: Advanced OpenGL (5/16)
  79. Chapter 14: Advanced OpenGL (6/16)
  80. Chapter 14: Advanced OpenGL (7/16)
  81. Chapter 14: Advanced OpenGL (8/16)
  82. Chapter 14: Advanced OpenGL (9/16)
  83. Chapter 14: Advanced OpenGL (10/16)
  84. Chapter 14: Advanced OpenGL (11/16)
  85. Chapter 14: Advanced OpenGL (12/16)
  86. Chapter 14: Advanced OpenGL (13/16)
  87. Chapter 14: Advanced OpenGL (14/16)
  88. Chapter 14: Advanced OpenGL (15/16)
  89. Chapter 14: Advanced OpenGL (16/16)
  90. Chapter 15: GPU image processing (1/4)
  91. Chapter 15: GPU image processing (2/4)
  92. Chapter 15: GPU image processing (3/4)
  93. Chapter 15: GPU image processing (4/4)
  94. Chapter 16: Special effects in OpenGL (1/12)
  95. Chapter 16: Special effects in OpenGL (2/12)
  96. Chapter 16: Special effects in OpenGL (3/12)
  97. Chapter 16: Special effects in OpenGL (4/12)
  98. Chapter 16: Special effects in OpenGL (5/12)
  99. Chapter 16: Special effects in OpenGL (6/12)
  100. Chapter 16: Special effects in OpenGL (7/12)
  101. Chapter 16: Special effects in OpenGL (8/12)
  102. Chapter 16: Special effects in OpenGL (9/12)
  103. Chapter 16: Special effects in OpenGL (10/12)
  104. Chapter 16: Special effects in OpenGL (11/12)
  105. Chapter 16: Special effects in OpenGL (12/12)
  106. Chapter 17: Basics of GPGPU (1/8)
  107. Chapter 17: Basics of GPGPU (2/8)
  108. Chapter 17: Basics of GPGPU (3/8)
  109. Chapter 17: Basics of GPGPU (4/8)
  110. Chapter 17: Basics of GPGPU (5/8)
  111. Chapter 17: Basics of GPGPU (6/8)
  112. Chapter 17: Basics of GPGPU (7/8)
  113. Chapter 17: Basics of GPGPU (8/8)
  114. Chapter 18: Elements of procedural texturing andmodeling (1/6)
  115. Chapter 18: Elements of procedural texturing andmodeling (2/6)
  116. Chapter 18: Elements of procedural texturing andmodeling (3/6)
  117. Chapter 18: Elements of procedural texturing andmodeling (4/6)
  118. Chapter 18: Elements of procedural texturing andmodeling (5/6)
  119. Chapter 18: Elements of procedural texturing andmodeling (6/6)
  120. Chapter 19: Non-Photorealistic Rendering (NPR) (1/2)
  121. Chapter 19: Non-Photorealistic Rendering (NPR) (2/2)
  122. Color Insert (1/2)
  123. Color Insert (2/2)
  124. Back Cover

Product Information

  • Title: Computer Graphics
  • Author(s): Alexey Boreskov, Evgeniy Shikin
  • Release date: October 2013
  • Publisher(s): CRC Press
  • ISBN: 9781482215571