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Advanced Graphics Programming Using OpenGL.

Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques-beyond those learned in introductory computer graphics texts-is not as e...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: McReynolds, Tom
Otros Autores: Blythe, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Burlington : Elsevier Science, 2005.
Colección:Morgan Kaufmann series in computer graphics.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Front Cover ; Advanced Graphics Programming Using OpenGL; Copyright Page ; Contents; Preface; Acknowledgments; Biographies; Part I: Concepts; Chapter 1. Geometry Representation and Modeling; 1.1 Polygonal Representation; 1.2 Decomposition and Tessellation; 1.3 Shading Normals; 1.4 Triangle Stripping; 1.5 Vertices and Vertex Arrays; 1.6 Modeling vs. Rendering Revisited; Chapter 2. 3D Transformations; 2.1 Data Representation; 2.2 Overview of the Transformation Pipeline; 2.3 Normal Transformation; 2.4 Texture Coordinate Generation and Transformation; 2.5 Modeling Transforms.
  • 2.6 Visualizing Transform Sequences2.7 Projection Transform; 2.8 The Z Coordinate and Perspective Projection; 2.9 Vertex Programs; 2.10 Summary; Chapter 3. Color, Shading, and Lighting; 3.1 Representing Color; 3.2 Shading; 3.3 Lighting; 3.4 Fixed-Point and Floating-Point Arithmetic; 3.5 Summary; Chapter 4. Digital Images and Image Manipulation; 4.1 Image Representation; 4.2 Digital Filtering; 4.3 Convolution; 4.4 Images in OpenGL; 4.5 Positioning Images; 4.6 Pixel Store Operations; 4.7 Pixel Transfer Operations; 4.8 ARB Imaging Subset; 4.9 Off-Screen Processing; 4.10 Summary.
  • Chapter 5. Texture Mapping5.1 Loading Texture Images; 5.2 Texture Coordinates; 5.3 Loading Texture Images from the Frame Buffer; 5.4 Environment Mapping; 5.5 3D Texture; 5.6 Filtering; 5.7 Additional Control of Texture Level of Detail; 5.8 Texture Objects; 5.9 Multitexture; 5.10 Texture Environment; 5.11 Summary; Chapter 6. Rasterization and Fragment Processing; 6.1 Rasterization; 6.2 Fragment Operations; 6.3 Framebuffer Operations; 6.4 Summary; Chapter 7. Window System and Platform Integration; 7.1 Renderer and Window State; 7.2 Address Space and Threads; 7.3 Anatomy of a Window.
  • 7.4 Off-Screen Rendering7.5 Rendering to Texture Maps; 7.6 Direct and Indirect Rendering; Chapter 8. OpenGL Implementations; 8.1 OpenGL Versions; 8.2 OpenGL Extensions; 8.3 OpenGL ES for Embedded Systems; 8.4 OpenGL Pipeline Evolution; 8.5 Hardware Implementations of the Pipeline; 8.6 The Future; Part II: Basic Techniques; Chapter 9. Multiple Rendering Passes; 9.1 Invariance; 9.2 Multipass Overview; 9.3 The Multipass Toolbox; 9.4 Multipass Limitations; 9.5 Multipass vs. Micropass; 9.6 Deferred Shading; 9.7 Summary; Chapter 10. Antialiasing; 10.1 Full-Scene Antialiasing; 10.2 Supersampling.
  • 10.3 Area Sampling10.4 Line and Point Antialiasing; 10.5 Antialiasing with Textures; 10.6 Polygon Antialiasing; 10.7 Temporal Antialiasing; 10.8 Summary; Chapter 11. Compositing, Blending, and Transparency; 11.1 Combining Two Images; 11.2 Other Compositing Operators; 11.3 Keying and Matting; 11.4 Blending Artifacts; 11.5 Compositing Images with Depth; 11.6 Other Blending Operations; 11.7 Dissolves; 11.8 Transparency; 11.9 Alpha-Blended Transparency; 11.10 Screen-Door Transparency; 11.11 Summary; Chapter 12. Image Processing Techniques; 12.1 OpenGL Imaging Support; 12.2 Image Storage.