Graphics Multimedia

Computer Graphics Through OpenGL: From Theory to by Sumanta Guha

By Sumanta Guha

From geometric primitives to animation to 3D modeling to lights, shading, and texturing, Computer pics via OpenGL®: From thought to Experiments, moment variation presents a finished creation to special effects that makes use of an lively studying type to coach key options. both emphasizing thought and perform, the ebook presents an realizing not just of the rules of 3D special effects, but additionally using the OpenGL® software Programming Interface (API) to code 3D scenes and animation, together with video games and films.

The undergraduate center of the publication is a one-semester series taking the scholar from 0 wisdom of special effects to a mastery of the elemental thoughts having the ability to code functions utilizing fourth-generation OpenGL. the rest chapters discover extra complex subject matters, together with the constitution of curves and surfaces and the appliance of projective areas and transformations.

New to the second one Edition

  • 30 extra courses, 50 extra experiments, and 50 extra exercises
  • Two new chapters on OpenGL 4.3 shaders and the programmable pipeline
  • Coverage of:
    • Vertex buffer and array objects
    • Occlusion culling and queries and conditional rendering
    • Texture matrices
    • Multitexturing and texture combining
    • Multisampling
    • Point sprites
    • Image and pixel manipulation
    • Pixel buffer objects
    • Shadow mapping

Web Resource
The book’s site at presents software resource code that runs on a variety of systems. It incorporates a advisor to fitting OpenGL and executing the courses, distinct software program to aid run the experiments, and figures from the publication. the positioning additionally includes an instructor’s guide with recommendations to a hundred difficulties (for qualifying teachers only).

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Extra info for Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition

Sample text

21 C HAPTER 2 On to OpenGL and 3D Computer Graphics T he primary goal for this chapter is to get acquainted with OpenGL and begin our journey into computer graphics using OpenGL as our API (Application Programming Interface) of choice. We shall apply an experiment-discuss-repeat approach where we run code and ask questions of what is seen, acquiring thereby an understanding not only of the way the API functions, but underlying CG concepts as well. Particularly, we want to gain insight into: (a) The synthetic-camera model to record 3D scenes, which OpenGL implements.

Cpp is set up in a coordinate system where one unit along each axis is 1 cm. 2 mm. 2 mm. squares, compute the size and location of the square rendered by shoot-and-print to a 500 pixel × 500 pixel OpenGL window. , everything else remaining same. What then are the size and location of the rendered square in the OpenGL window? (c) What is rendered if, additionally, the size of the OpenGL window is changed to 500 pixel × 250 pixel? Part answer : 60 mm. 100 mm. 60 cm. square 20mm 20 cm. 20 cm. 60 cm.

For example, an input device that functions like a steering wheel would be essential to a video game to race cars; simulating flight through a virtual 3D environment, on the other hand, needs something akin to a joystick used to maneuver an aircraft. Because it is, in fact, interactive computer graphics – theory and programming – which we’ll be studying the next nineteen chapters, let’s quickly survey first the most common I/O devices found in graphics systems nowadays. As for the processors that may come between the I and the O, from the point of view of CG, essentially, these are just boxes to be coded in order to obtain the desired input-to-output mapping.

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