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OpenGL: A Primer

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OpenGL: A Primer Cover

 

Synopses & Reviews

Publisher Comments:

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 readers learn modern computer graphics best if they can start programming significant applications as soon as possible.

Introduction, Two-Dimensional Programming in OpenGL, Interaction and Animation, Basic Three-Dimensional Programming, Transformations, Lights and Materials, Images, Texture Mapping, Curves and Surfaces, Putting It Together, Looking to the Future.

For all readers interested in OpenGL.

 

About the Author

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.

Table of Contents

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.

Product Details

ISBN:
9780321398116
Author:
Angel, Edward
Publisher:
Addison Wesley Publishing Company
Subject:
Computer graphics
Subject:
Computer Graphics - General
Subject:
Graphics-General
Copyright:
Edition Description:
Trade paper
Publication Date:
April 2007
Binding:
TRADE PAPER
Grade Level:
College/higher education:
Language:
English
Illustrations:
Y
Pages:
304
Dimensions:
9.1 x 7.4 x 0.7 in 399 gr

Related Subjects

Computers and Internet » Graphics » General
Computers and Internet » Graphics » Programming
Computers and Internet » Software Engineering » Programming and Languages

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