Computer graphics with openGL = 计算机图形学 / Zhigang Xiang. — Beijing : Tsinghua University Press, 2006. – (73.995/X7) |
Contents
CONTENTS
Chapter 1 Introduction 1
Chapter 2 Digital Image Fundamentals 5
2.1 The RGB and CMY Color Models 6
2.2 Color Representation
2.3 Lookup Table 9
2.4 Display Devices 11
2.5 Printing Devices 15
2.6 Image Files 19
Chapter 3 The OpenGL API 23
3.1 OpenGL Basics 24
3.2 OpenGL Syntax and Convention 26
3.3 Setting up OpenGL on a PC 28
3.4 A Sample Program 28
3.5 Visualizing the Mandelhrot and Julia Sets 33
3.6 The Color-Index Mode 39
3.7 Managing Windows 40
Chapter 4 Scan Conversion 42
4.1 Lines
4.2 Circles
4.3 Ellipses
4.4 Region Filling
4.5 Characters
4.6 Antialiasing
4.7 OpenGL Programming 67
Chapter 5 3D Preliminaries 83
5.1 The Polygon-Mesh Representation 83
5.2 Hidden-Surface Removal 86
5.3 Projection 88
5.4 The 3D Graphics Pipeline 94
5.5 OpenGL Programming 96
Chapter 6 Transformations 105
6.1 Basic Transformations 105
6.2 Special Transformations
6.3 Composite Transformation Matrix
6.4 OpenGL Programming
Chapter 7 Color and Shading Models 125
7.1 Light and Color
7.2 The Phong Model
7.3 Interpolative Shading Methods
7.4 OpenGL Programming
Chapter 8 Viewing and Clipping 150
8.1 Viewing Transformation
8.2 Clipping Algorithms
8.3 OpenGL Programming 171
Chapter 9 Interaction 182
9.1 Interactive Devices 183
9.2 Interactive Techniques 185
9.3 OpenGL Programming 188
Chapter 10 Parametric Representations 207
10.1 Interpolation Methods for Splines 210
10.2 Bezier Curves and Surfaces 215
10.3 B-Splines 219
10.4 Rational 13-Splines and NURBS
10.5 OpenGL Programming 228
Chapter 11 More on OpenGL 236
11.1 Error Handling 236
11.2 Query Functions 237
11.3 Bitmaps and Pixel Operations 239
11.4 GLU Quadrics 242
11.5 Texture Mapping 244
11.6 Depth Cuing 252
11.7 Stencil Buffer 253
11.8 Accumulation Buffer 256
Chapter 12 Beyond the Graphics Pipeline 260
12.1 Ray Tracing
12.2 The Radiosity Method 277
12.3 The Rendering Equation 280
Index