
Because Knetbooks knows college students. Our rental program is designed to save you time and money. Whether you need a textbook for a semester, quarter or even a summer session, we have an option for you. Simply select a rental period, enter your information and your book will be on its way!
| Graphics Systems and Models | |
| Applications of Computer Graphics | |
| A Graphics System | |
| Images: Physical and Synthetic | |
| Imaging Systems | |
| The Synthetic-Camera Model | |
| The Programmers Interface | |
| Graphics Architectures | |
| Programmable Pipelines | |
| Performance Characteristics | |
| Summary And Notes Sug... MORE | |
| Graphics Programming | |
| The Sierpinski Gasket | |
| Programming Two-Dimensional Applications | |
| The OpenGL API | |
| Primitives and Attributes | |
| Color | |
| Viewing | |
| Control Functions | |
| The Gasket Program | |
| Polygons and Recursion | |
| The Three-Dimensional Gasket | |
| Plotting Implicit Functions | |
| Summary And Notes Suggested Readings Exercises | |
| Input and Interaction | |
| Interaction | |
| Input Devices | |
| Clients and Servers | |
| Display Lists | |
| Programming Event-Driven Input | |
| Menus | |
| Picking | |
| A Simple Paint Program | |
| Building Interactive Models | |
| Animating Interactive Programs | |
| Design of Interactive Programs | |
| Logic Operations | |
| Summary And Notes Suggested Readings Exercises | |
| Geometric Objects and Transformations | |
| Scalars, Points, and Vectors | |
| Three-Dimensional Primitives | |
| Coordinate Systems and Frames | |
| Frames in OpenGL | |
| Modeling a Colored Cube | |
| Affine Transformations | |
| Translation, Rotation, and Scaling | |
| Transformations in Homogeneous Coordinates | |
| Concatenation of Transformations | |
| OpenGL Transformation Matrices | |
| Interfaces to Three-Dimensional Applications | |
| Quaternions | |
| Summary And Notes Suggested Readings Exercises | |
| Viewing | |
| Classical and Computer Viewing | |
| Viewing with a Computer | |
| Positioning of the Camera | |
| Simple Projections | |
| Projections in OpenGL | |
| Hidden-Surface Removal | |
| Interactive Mesh Displays | |
| Parallel-Projection Matrices | |
| Perspective-Projection Matrices | |
| Projections and Shadows | |
| Summary And Notes Suggested Readings Exercises | |
| Shading | |
| Light and Matter | |
| Light Sources | |
| The Phong Reflection Model | |
| Computation of Vectors | |
| Polygonal Shading | |
| Approximation of a Sphere by Recursive Subdivision | |
| Light Sources in OpenGL | |
| Specification of Materials in OpenGL | |
| Shading of the Sphere Model | |
| Global Illumination | |
| Summary And Notes Suggested Readings Exercises | |
| From Vertices to Fragments | |
| Basic Implementation Strategies | |
| Four Major Tasks | |
| Clipping | |
| Line-Segment Clipping | |
| Polygon Clipping | |
| Clipping of Other Primitives | |
| Clipping in Three Dimensions | |
| Rasterization | |
| Bresenhams Algorithm | |
| Polygon Rasterization | |
| Hidden-Surface Removal | |
| Antialiasing | |
| Display Considerations | |
| Summary And Notes Suggested Readings Exercises | |
| Discrete Techniques | |
| Buffers | |
| Digital Images | |
| Writing into Buffers | |
| Bit and Pixel Operations in OpenGL | |
| Examples | |
| Mapping Methods | |
| Texture Mapping | |
| Texture Mapping in OpenGL | |
| Texture Generation | |
| Environment Maps | |
| Compositing Techniques | |
| Multirendering and the Accumulation Buffer | |
| Sampling and Aliasing | |
| Summary And Notes Suggested Readings Exercises | |
| Programmable Shaders | |
| Programmable Pipelines | |
| Shading Languages | |
| Extending OpenGL | |
| The OpenGL Shading Language | |
| The OpenGL Shading Language | |
| Linking Shaders with OpenGL Programs | |
| Moving Vertices | |
| Lighting with Shaders | |
| Fragment Shaders | |
| Per-Vertex Versus Per-Fragment Phong Shading | |
| Samplers | |
| Cube Maps | |
| Bump Mapping | |
| Summary An | |
| Table of Contents provided by Publisher. All Rights Reserved. |