Addison-Wesley / Prentice Hall
Computer Science
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ISBN-10: 0321398114
ISBN-13: 9780321398116
Publisher: Addison-Wesley
Copyright: 2008
Format: Paper; 304 pp
Published: 04/25/2007
Suggested retail price: $26.80
Buy from myPearsonStore
OpenGL®: A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that students learn modern computer graphics best if they can start programming significant applications as soon as possible. The book makes it easy for students to find functions and their descriptions, and supplemental examples are included in every chapter to illustrate core concepts. This primer can be used both as a companion to a book introducing computer graphics principles and as a stand-alone guide and reference to OpenGL for programmers with a background in computer graphics.
- The Third Edition introduces a set of OpenGL functions and commands, and develops running program examples that apply these functions in each chapter.
- Presents a non-mathematical treatment of OpenGL that covers the "how to" and gets students programming quickly with OpenGL.
- Alert boxes notify students to common pitfalls and solutions.
- All examples have been tested on Windows and Linux.
- Chapter 11 discusses the evolution and future of OpenGL, addressing the graphics pipeline and ideas behind the programmable pipelines that are on the latest graphics cards, including OpenGL 1.2, 1.2, 1.4, and 1.5, the OpenGL shading language, and vertex and fragment shaders.
- Examples include interactive programs, three-dimensional geometry, texture mapping, and pixel processing.
Preface.
1. Introduction.
The OpenGL API.
What's in OpenGL.
OpenGL Versions of Extensions.
Languages.
Programming Conventions.
Compiling.
Sources.
Who Should Use this Primer.
Outline.
2. Two-Dimensional Programming in OpenGL.
A Simple Program.
GLUT.
Event Loops and Callback Functions.
Drawing a Rectangle.
Changing the GLUT Defaults.
Color in OpenGL.
Coordinate System Differences Between Gand OpenGL.
Two-Dimensional Viewing.
The Viewport.
Coordinate Systems and Transformations.
Simple C, Second Version.
Primitives and Attributes.
Polygon Types.
Color Interpolation.
Text.
Inquires and Errors.
Saving the State.
3. Interaction and Animation.
The Reshape Callback.
The Idle Callback.
A Rotating Square.
Double Buffering.
Using the Keyboard.
Using the Mouse Callback.
Mouse Motion.
Menus.
The NULL Callback.
Sub and Multiple Windows.
Example: single_double.c.
Display Lists.
Picking and Selection Mode.
4. Basic Three-Dimensional Programming.
Cameras and Objects.
Orthographic Projects in OpenGL.
Viewing a Cube.
Locating the Camera.
Building Objects.
Hidden Surface Removal.
GLU and GLUT Objects.
Perspective Projects.
5. Transformations.
Line-Preserving Transformations.
Homogeneous Coordinates.
The Model-View and Projection Transformations.
Translation.
Rotation.
Scaling.
A Rotating Cube.
Setting Matrices Directly.
Transformations and Coordinate Systems.
Modeling with Transformations.
6. Lights and Materials.
Light/Material Interactions.
The Phong Model.
OpenGL Lighting.
Specifying a Light Source.
Specifying a Material.
Shading the Rotating Cube.
Controlling the Lighting Calculation.
Smooth Shading.
Working with Normals.
Transparency.
7. Images.
Pixels and Bitmaps.
Bitmaps.
Drawing Modes.
Reading and Writing Pixels.
Selecting Buffers.
Pixel Store Modes.
Displaying a PPM Image.
Using Luminance.
Pixel Mapping.
Pixel Zoom.
Image Processing in OpenGL.
8. Texture Mapping.
What is a Texture Map?
Constructing a Texture Map.
Texture Coordinates.
Texture Parameters.
A Rotating Cube with Texture.
Applying Textures to Surfaces.
Borders and Sizing.
Mipmaps.
Automatic Texture Coordinate Generation.
Texture Maps for Image Manipulation.
9. Curves and Surfaces.
Parametric Curves.
Parametric Surfaces.
Bézier Curves and Surfaces.
One-Dimensional OpenGL Evaluators.
Two-Dimensional Evaluators.
An Interactive Example.
Other Types of Cures.
The Utah Teapot.
Normals and Shading.
Interpreting Surfaces.
10. Putting It Together.
A Demo Program.
Other OpenGL Features.
Buffers.
Writing Portable, Efficient, Robust Code.
11. Looking to the Future.
Versions and Extensions.
OPenGL Extensions.
Going Beyond Real-Time Graphics.
Programmable Pipelines.
Shading Languages.
Index.
OpenGL: A Primer, 2/E
Angel
© 2005 | Addison-Wesley | Cloth; 272 pages | Instock
ISBN-10: 0321237625 | ISBN-13: 9780321237620
Brief Description | Buy from myPearsonStore
Edward S. Angel is a Professor of Computer Science, Electrical and Computer Engineering, and Media Arts at the University of New Mexico. He received his PhD from the University of Southern California and his BS in engineering from the California Institute of Technology. His present research interests are in computer graphics and scientific visualization. He is also the author of the best-selling book, Interactive Computer Graphics: A Top-Down Approach Using OpenGL, Third Edition, also published by Addison-Wesley.
Professor Angel is the Principal Investigator of the NSF-funded Digital Pueblo Project, which is combining arts and technology to promote economic development among the communities in New Mexico through collaborative graphics and animation projects.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson Higher Education representative for pricing and ordering information.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, browse our available packages below, or contact your Pearson Higher Education representative to create your own package.
- Package ISBN-10: 0321547195 | ISBN-13: 9780321547194
©2008 | Instock | Suggested retail price: $78.15 | Buy from myPearsonStore
This package contains: - OpenGL: A Primer, 3/E
Angel | ©2008 | Addison-Wesley | Paper; 304 pages - OpenGL® SuperBible: Comprehensive Tutorial and Reference, 4/E
Wright, Lipchak & Haemel | ©2007 | Addison-Wesley Professional | Paper; 1248 pages
