Computer Graphics Using Open GL, 2/E
ISBN-10: 0023548568
ISBN-13: 9780023548567
Publisher: Prentice Hall
Copyright: 2001
Format: Cloth; 922 pp
Published: 05/03/2000
Description
Designed for undergraduate Computer Graphics courses.
Highly practical—and exceptionally accessible—this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Thorough and integrated in approach, it carefully presents each concept, explains the underlying mathematics and why it is important, shows how to translate the math into program code, and shows the result.
Features
Enables students using a variety of machines to produce dazzling graphics; it gives students an immediate sense of success by allowing them to make intricate 2D drawings right in Chapter 2. Ex.___
Suggests how students who wish to stay with C can use alternative structures. Ex.___
Allows students to produce realistic 3D graphics much earlier in a course. Students can write programs to “fly” a camera through a 3D scene. Ex.___
Provides students with the most current information about the field. Ex.___
Provides students with opportunities to further explore topics discussed in the chapters. Gives instructors numerous ideas for student projects. Ex.___
Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work. Ex.___
Allows students to create complex 3D scene files with ease, and to read them into their programs. Ex.___
Allows students to write PostScript “scripts” and produce complex pictures on laser printers. Ex.___
Shows students how each step is done, and where the math fits in. Ex.___
Helps students grasp concepts by connecting them to things they are familiar with. Ex.___
Provides students with numerous opportunities to test their knowledge. Ex.___
New To This Edition
Enables students using a variety of machines to produce dazzling graphics; it gives students an immediate sense of success by allowing them to make intricate 2D drawings right in Chapter 2. Ex.___
Suggests how students who wish to stay with C can use alternative structures. Ex.___
Allows students to produce realistic 3D graphics much earlier in a course. Students can write programs to “fly” a camera through a 3D scene. Ex.___
Provides students with the most current information about the field. Ex.___
Provides students with opportunities to further explore topics discussed in the chapters. Gives instructors numerous ideas for student projects. Ex.___
Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work. Ex.___
Allows students to create complex 3D scene files with ease, and to read them into their programs. Ex.___
Allows students to write PostScript “scripts” and produce complex pictures on laser printers. Ex.___
Table of Contents
1. Introduction to Computer Graphics.
2. Getting Started Drawing Figures.
3. More Drawing Tools.
4. Vector Tools for Graphics.
5. Transformations of Objects.
6. Modeling Shapes with Polygonal Meshes.
7. Three-Dimensional Viewing.
8. Rendering Faces for Realism.
9. Approaches to Infinity.
10. Tools for Raster Displays.
11. Curve and Surface Design.
12. Color Theory.
13. Hidden Surface Removal.
14. Ray Tracing.
Appendix 1: Graphing Tools—Obtaining OpenGL.
Appendix 2: Some Mathematics for Computer Graphics.
Appendix 3: Some Useful Classes and Utility Routines.
Appendix 4: An Introduction to PostScript®.
Appendix 5: An Introduction to SDL.
Next Edition(s)
Author Bios
F. S. HILL, JR., is Professor of Electrical and Computer Engineering at the University of Massachusetts-Amherst. He received a Ph.D. degree from Yale University in 1968, worked for three years in digital data transmission at Bell Telephone Laboratories, and joined the University in 1970. He is the author of numerous articles in the field of signal processing, communications, and computer graphics. He has co-authored an introductory book on engineering as well as authoring his second book on computer graphics. Francis S Hill, Jr., has won several awards for outstanding teaching.
Backcover Copy
This text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students and professionals see every day on the Internet and in computer-generated movies. The author has written a highly practical and exceptionally accessible text, thorough and integrated in approach. Concepts are carefully presented, underlying mathematics are explained, and the importance of each concept is highlighted. This book shows the reader how to translate the math into program code and shows the result. This new edition provides readers with the most current information in the field of computer graphics.
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