Preface
Sometimes I wish I had been involved in computer graphics 40 years ago when the
field was unfolding with early research in visible surfaces and shading. There were
many fundamental problems to solve, and the forthcoming solutions would have a
great impact.
However, I’m grateful for the time we live in; the foundations of modeling, ren-
dering, and animation are well established. Hardware-accelerated rendering is avail-
able on practically all devices. As developers, we are now capable of reaching an
immense number of users with captivating, real-time graphics.
In part, we have the swiftness and availability of rendering APIs, including
OpenGL, OpenGL ES, and WebGL, to thank. Frequent OpenGL specification
updates coupled with drivers exposing