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Interactive computer graphics: A Top-Down approach with shader-Based OpenGL®, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics. | Interactive Graphics Computer A Top-Down Approach FIFTH Using EDITION OpenGL\302\256 To Rose Mary CONTENTS x xv Preface 1.1 A pp l i c a t i o n s of 1.1.1 D is 1.1.2 D 1.1.3 1.1.4 1.2 Si m u la t io n 1.2.1 / P ix e ls and the Frame 7 O u t p u t Devices I n p u t Devices 10 1.21 1.2.3 U p la y of e s ig A 2 n3 3 and Animation 5 Interfaces ser Computer Graphics Information System Graphics 5 Buffer 1.3.1 I m a g e s : Physical Ob j e c t s and Viewers 1.3.2 L ig 1.3.3 Im a g e Formation 1.4 Im 1.4.1 Th e Pinhole Camera 1.4.2 1.5 Th e Th e Human Visual System 1.6 1.6.1 Th e Th e 1.6.2 1.6 .3 T h r e e -D i m e n s io n a lAPIs 1.6.4 Th e 1.7 Gr a p h i c s Architectures 1.7.1 D is la y 1.7.2 1.7.3 1.7.4 Th e Graphics 10 a g i n g Systems 1.3 ht and Synthetic 11 12 and Images 14 Models 16 16 of 21 Interface Programmer's ASequence 19 Model Synthetic-Camera Pen-Plotter 18 23 24 Model 27 Images Paradigm Modeling-Rendering 28 29 Processors 30 p Pip e l i n e Architectures 30 V e r t ex 31 Pipeline Processing 32 vu viii C o n t e nts 1.7.5 Cl i p p i n g 1.7.6 Ra st e r iz a t io n3 1.7.7 F 1.8 Pr o g r a m 1.9 P and Primitive 33 r a g m e n t Processing m a b le e rfo r m a n c e 33 34 Pipelines Characteristics 35 Notes and Summary 32 Assembly 3 Suggested Readings 36 36 Exercises 2.1 Th e 2.2 P 2.2.1 C o o r d i n a te 2.3 T 2.3.1 G ra p h ic s Functions 2.3.2 T 2.3.3 Th e 2.4 Pr i m i t iv e s and 2.4.1 P o ly g o n Basics 2.4.2 P o ly g o n Types 2.4.3 A p p 2.4.4 2.4.5 g ra m h e Two-Dimensional m ing O pen 39 Gasket Sierpinski ro Systems G LA P I 48 Machines 5 0 Attributes 52 in OpenGL ro x i m a t i n g Tex t5 aSphere 53 55 6 2.4.6 Cu r v e d Objects A t t r i b u t e s5 8 2.5 C o lo r 2.5.1 RGB Color 2.5.2 In d 58 60 ex ed 62 63 Color 2.5.3 Se t t i n g .