Book description
This text explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. Requiring only basic knowledge of analytic geometry, linear algebra, and C++, the book guides students through the OpenGL pipeline and gives them a firm foundation in today's high-performance graphics. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping. Source code and examples are available on the book's CRC Press web page.
Table of contents
- Cover
- Half Title
- Series Page
- Title Page
- Copyright Page
- Contents
- Foreword
- List of Figures
- List of Tables
- 1 Introduction: Basic concepts
- 2 Transforms in 2D
-
3 Geometric algorithms in 2D
- 3.1 Line from two points
- 3.2 Classification of a point relative to the line
- 3.3 Classification of a circle relative to the line
- 3.4 Classification of an Axis-Aligned Bounding Box (AABB) relative to the line
- 3.5 Computing the area of triangle and polygon
- 3.6 Intersection of two lines
- 3.7 Intersection of two line segments
- 3.8 Closest point on the line to the given point
- 3.9 Distance from point to line segment
- 3.10 Checking whether the given polygon is convex
- 3.11 Check whether the point lies inside the given polygon
- 3.12 Clipping line segment to a convex polygon, Cyrus-Beck algorithm
- 3.13 Clipping a polygon: Sutherland-Hodgman algorithm
- 3.14 Clipping a polygon to a convex polygon
- 3.15 Barycentric coordinates
-
4 Transformations in 3D, projections, quaternions
- 4.1 3D vectors and matrices: Dot and vector (cross) products
- 4.2 Linear transformations – scale, reflection, rotation and shear
- 4.3 Reflection relative to a plane
- 4.4 Rotation around an arbitrary vector (direction)
- 4.5 Euler transformation
- 4.6 Translation, affine transformation and homogeneous coordinates
- 4.7 Rigid-body transformation
- 4.8 Normal transformation
- 4.9 Projections
- 4.10 Coordinate systems in 3D, translations between different coordinate systems
- 4.11 Quaternions: Representation of orientation in 3D using quaternions, quaternion interpolation
- 5 Basic raster algorithms
- 6 Color and color models
- 7 Basics freeglut and GLEW for OpenGL rendering
- 8 Hidden surface removal
-
9 Modern OpenGL: The beginning
- 9.1 History of OpenGL
- 9.2 Main concepts of OpenGL
- 9.3 Programmable pipeline
- 9.4 Our first OpenGL program
- 9.5 First OpenGL program using C++ classes
- 9.6 Parameter interpolation
- 9.7 Matrix operations
- 9.8 Rotating the object by mouse
- 9.9 Working with meshes
- 9.10 Working with textures
- 9.11 Instancing
- 9.12 Framebuffer object and rendering into a texture
- 9.13 Point sprite in OpenGL
- 10 Working with large 2D/3D data sets
- 11 Curves and surfaces: Geometric modeling
- 12 Basics of animation
-
13 Lighting models
- 13.1 Diffuse (Lambert) model
- 13.2 Phong model
- 13.3 Blinn-Phong model
- 13.4 Ward isotropic model
- 13.5 Minnaert lighting
- 13.6 Lommel-Seeliger lighting
- 13.7 Rim lighting
- 13.8 Distance attenuation
- 13.9 Reflection, Fresnel coefficient and its approximations
- 13.10 Strauss lighting model
- 13.11 Anisotropic lighting
- 13.12 Bidirectional Reflection Distribution Function (BRDF)
- 13.13 Oren-Nayar model
- 13.14 Cook-Torrance model
- 13.15 Ashikhmin-Shirley model
- 13.16 Image-Based Lighting (IBL)
- 13.17 Spherical harmonics and their usage for lighting
- 14 Advanced OpenGL
- 15 GPU image processing
-
16 Special effects in OpenGL
- 16.1 Reflections
- 16.2 Volumetric/Layered fog
- 16.3 Billboards, particle systems, soft particles
- 16.4 Bumpmapping
- 16.5 Reflection and refraction, environment mapping
- 16.6 Fur rendering
- 16.7 Parallax, relief and cone step mapping
- 16.8 Sky rendering, Perez all-weather model
- 16.9 Screen-Space Ambient Occlusion (SSAO)
- 16.10 Modeling depth of field
- 16.11 High Dynamic Range (HDR) rendering
- 16.12 Realistic water rendering
- 16.13 Deferred rendering
- 16.14 Light prepass rendering
- 16.15 Ambient cubes
- 16.16 Reflective shadow maps
- 16.17 Splatting indirect illumination
- 17 Basics of GPGPU
- 18 Elements of procedural texturing and modeling
- 19 Non-Photorealistic Rendering (NPR)
- Index
Product information
- Title: Computer Graphics
- Author(s):
- Release date: October 2013
- Publisher(s): Chapman and Hall/CRC
- ISBN: 9781482215571
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