Steve Cunningham美國加州大學斯坦尼斯洛斯分校計算機系資深教授,長期從事計算機圖形學教學和研究工作。他對計算機圖形學理論和OperIGL編程均有很深的造詣,曾經(jīng)擔任ACM SIGGRAPH學會的主席和Eurographics學會教育委員會的主任,多次組織計算機圖形學和可視化教學研討會。
圖書目錄
Preface Chapter 0: Getting Started Visual Communication and Computer Graphics General Concepts in Visual Communication Use Appropriate Representation for Your Information Keep Your Images Focused Use Appropriate Presentation Levels for Your Information Use Appropriate Forms for Your Information Be Very Careful to be Accurate with Your Display Understand and Respect the Cultural Context of Your Audience Make Your Interactions Reflect Familiar and Comfortable Relationships Between Action and Effect 3D Geometry and the Geometry Pipeline The Scene and the View 3D Model Coordinate Systems 3D World Coordinate System 3D Eye Coordinate System Projections Clipping Choosing Perspective or Orthographic Projections 2D Eye Coordinates 2D Screen Coordinates Appearance Color Textures Depth Buffering The Viewing Process Different Implementation, Same Result Graphics Cards A Basic OpenGL Program The Structure of the Mai n O Function on OpenGL Model Space Modeling Transformation 3D World Space Viewing Transformation 3D Eye Space Projections 2D Eye Space 2D Screen Space The Science in the Program Appearance Another Way to See the Program OpenGL Extensions Summary OpenGL Glossary for the Chapter Questions Exercises Experiments Chapter 1: Viewing and Projection Introduction Fundamental Model of Viewing Definitions Setting Up the Viewing Environment Defining the Projection View Volumes The Orthographic Projection The Perspective Projection Calculating the Perspective Projection Clipping on the View Volume Defining the Window and Viewport Some Aspects of Managing the View Hidden Surfaces Double Buffering Stereo Viewing Viewing and Visual Communication Implementation of Viewing and Proiection in OpenGL Defining a Window and Viewport Reshaping the Window Defining a Viewing Environment Defining a Perspective Projection …… Chapter 2: Principles of Modeling Chapter 3: Implementing Modeling in OpenGL Chapter 4: Mathematics for Modeling ChaDter 5: Color and Blending Chapter 6: Lighting and Shading Chapter 7: Events and Interactive Programming Chapter 8: Texture Mapping Chapter 9: Graphical Problem Solving in Science Chapter 10: Rendering and the Rendering Pipeline Chapter 11: Dynamics and Animation Chapter 12: High-Performance Graphics Techniques Chapter 13: Interpolation and Spline Modeling ChaDter 14: Nonpolygon Graphics Chapter 15: Hardcopy References and Resources Appendix Index