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1.1 Introduction: Applications of computer graphics; A graphics system
1.2 Images: Physical and synthetic - Imaging Systems - The synthetic camera model - The programmer’s interface - Graphics architectures - Programmable Pipelines
1.3 Graphics Programming - The Sierpinski gasket - Programming Two Dimensional Applications
2.1 The OpenGL: The OpenGL API - Primitives and attributes
2.2 Color; Viewing; Control functions
2.3 The Gasket program - Polygons and recursion
2.4 The three dimensional gasket; Plotting Implicit Functions
3.1 Interaction
3.2 Input device
3.3 Clients and Servers
3.4 Display Lists - Display Lists and Modeling
3.5 Programming Event Driven Input; Menus; Picking
3.6 A simple CAD program - Building Interactive Models - Animating Interactive Programs - Design of Interactive Programs
3.7 Logic Operations
4.1 Scalars, Points and Vectors
4.2 Three-dimensional Primitives, Coordinate Systems and Frames - Modeling a Colored Cube
4.3 Affine Transformations - Rotation, Translation and Scaling
5.1 Geometric Objects and Transformations-II: Geometric Objects and Transformations; Transformation in Homogeneous Coordinates; Concatenation of Transformations
5.2 OpenGL Transformation Matrices; Interfaces to three dimensional applications
5.3 Quaternion’s
6.1 Viewing : Classical and computer viewing; Viewing with a Computer;Positioning of the camera
6.2 Simple projections; Projections in OpenGL; Hiddensurface removal; Interactive Mesh Displays
6.3 Parallel-projection matrices; Perspective-projection matrices; Projections and Shadows
7.1 Lighting and Shading: Light and Matter; Light Sources; The Phong Lighting model; Computation of vectors
7.2 Polygonal Shading; Approximation of a sphere by recursive subdivisions
7.3 Light sources in OpenGL; Specification of materials in OpenGL; Shading of the sphere model; Global Illumination
8.1 Implementation: Basic Implementation Strategies; Four major tasks;
8.2 Clipping; Line-segment clipping; Polygon clipping; Clipping of other primitives; Clipping in three dimensions
8.3 Rasterization; Bresenham’s algorithm; Polygon Rasterization; Hidden-surface removal; Antialiasing; Display considerations
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CategoriesInformation Technology
Format EPUB
TypeeBook