For junior- to graduate-level courses in computer graphics.
Assuming no background in computer graphics, this junior- to graduate-level textbook presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.
- Complete and comprehensive discussion of the OpenGL computer graphics programming library.
- Provides a large and efficient collection of device independent functions for creating graphics with a general-purpose language.
- Revised content—Brings the text up-to-date with current advances in computer graphics technology and applications.
- Keeps students on the “cutting edge” of computer graphics technology.
- 2D and 3D topics are combined.
- This integration provides a much more productive organisation for teaching 3D graphics.
- Key topics—Animation, object representation, 3D viewing pipeline, illuminations models, surface-rendering technique, and texture mapping are expanded and updated.
- Gives users thorough, state-of-the-art coverage.
- All programming examples in C++.
- Gives students and teachers over 120 reusable C++ programs for instruction and programming.
- Detailed discussions on a variety of mathematical methods used in graphic algorithms—Appear in the appendix.
- Students can use the appendix to review advanced mathematical methods.
- Thorough coverage of 3-D modeling and rendering.
- An exploration of algorithms for creating and manipulating graphics displays and techniques for implementation.
- Coverage of topics such as distributed ray tracing, radiosity, physically based modeling, particle systems and visualisation techniques.
- Gives students a broad knowledge base.
- Accessible writing style.
- Draws students into the text.
New to this Edition
- New co-author, Warren Carithers, professor at Rochester Institute of Technology
- A new chapter introduces programmable shaders through the OpenGL Shading Language (GLSL)
- New material showcasing the evolution of OpenGL, a brief evaluation of changes in OpenGL 3.x and 4.x, and GPU architecture - past, present, and future.
- New material on the use of OpenGL in language other than C and C++, including Java and Python
- Implementation algorithms for graphics primitives and attributes moved into a single chapter
- Illumination models, texture mapping, and global illumination reorganized into separate, more tightly focused chapters
- Material on hierarchical modeling and animation moved earlier in the book
- Material on 3D object representations reorganized
- Material on 2D and 3D transformations and viewing reorganized
- 150 new exercises and new exercise set
Table of Contents
- 1 Computer Graphics Hardware
- 2 Computer Graphics
- 3 Graphics Output Primitives
- 4 Attributes of Graphics Primitives
- 5 Implementation Algorithms for Graphics Primitives and Attributes
- 6 Two-Dimensional Geometric Transformations
- 7 Two-Dimensional Viewing
- 8 Three-Dimensional Geometric Transformations
- 9 Three-Dimensional Viewing
- 10 Hierarchical Modeling
- 11 Computer Animation
- 12 Three-Dimensional Object Representations
- 13 Spline Representations
- 14 Visible-Surface Detection Methods
- 15 Illumination Models and Surface-Rendering Methods
- 16 Texturing and Surface-Detail Methods
- 17 Color Models and Color Applications
- 18 Interactive Input Methods and Graphical User Interfaces
- 19 Global Illumination
- 20 Programmable Shaders
- 21 Algorithmic Modeling
- 22 Visualization of Data Sets
- A Mathematics for Computer Graphics
- B Graphics File Formats