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Intro
Preface to the Third Edition
Acknowledgement
Contents
1 Introduction
1.1 Application Fields
1.2 From the Real Scene to the Computer Generated Image
1.3 Rendering and Rendering Pipeline
1.4 Objectives of This Book and Recommended Reading Order for the Sections
1.5 Structure of This Book
1.6 Exercises
References
2 The Open Graphics Library (OpenGL)
2.1 Graphics Programming Interfaces
2.2 General About the OpenGL
2.3 The OpenGL and Java
2.4 Profiles
2.5 OpenGL Graphics Pipelines
2.5.1 Vertex Processing
2.5.2 Vertex Post-Processing

2.5.3 Primitive Assembly
2.5.4 Rasterisation
2.5.5 Fragment Processing
2.5.6 Per-Fragment Operations
2.5.7 Framebuffer
2.6 Shaders
2.7 OpenGL Programming with JOGL
2.8 Example of a JOGL Program Without Shaders
2.9 Programming Shaders
2.9.1 Data Flow in the Programmable Pipeline
2.9.2 OpenGL and GLSL Versions
2.9.3 OpenGL Extensions
2.9.4 Functions of the GLSL
2.9.5 Building a GLSL Shader Program
2.10 Example of a JOGL Program Using GLSL Shaders
2.11 Efficiency of Different Drawing Methods
2.12 Exercises
Exercises
References

3 Basic Geometric Objects
3.1 Surface Modelling
3.2 Basic Geometric Objects in the OpenGL
3.2.1 Points
3.2.2 Lines
3.2.3 Triangles
3.2.4 Polygon Orientation and Filling
3.2.5 Polygons
3.2.6 Quadrilaterals
3.3 OpenGL Drawing Commands
3.3.1 Indexed Draw
3.3.2 Triangle Strips
3.3.3 Primitive Restart
3.3.4 Base Vertex and Instanced Rendering
3.3.5 Indirect Draw
3.3.6 More Drawing Commands and Example Project
3.4 Exercises
References
4 Modelling Three-Dimensional Objects
4.1 From the Real World to the Model

4.2 Three-Dimensional Objects and Their Surfaces
4.3 Modelling Techniques
4.4 Modelling the Surface of a Cube in the OpenGL
4.5 Surfaces as Functions in Two Variables
4.5.1 Representation of Landscapes
4.6 Parametric Curves and Freeform Surfaces
4.6.1 Parametric Curves
4.6.2 Efficient Computation of Polynomials
4.6.3 Freeform Surfaces
4.7 Normal Vectors for Surfaces
4.8 Exercises
References
5 Geometry Processing
5.1 Geometric Transformations in 2D
5.1.1 Homogeneous Coordinates
5.1.2 Applications of Transformations

5.1.3 Animation and Movements Using Transformations
5.1.4 Interpolators for Continuous Changes
5.2 Geometrical Transformations in 3D
5.2.1 Translations
5.2.2 Scalings
5.2.3 Rotations Around x-, y- and z-Axis
5.2.4 Calculation of a Transformation Matrix with a Linear System of Equations
5.3 Switch Between Two Coordinate Systems
5.4 Scene Graphs
5.4.1 Modelling
5.4.2 Animation and Movement
5.4.3 Matrix Stacks and Their Application in the OpenGL
5.5 Arbitrary Rotations in 3D: Euler Angles, Gimbal Lock, and Quaternions
5.5.1 Rotation Around Any Axis

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