Edward Angel,美國新墨西哥大學(xué)計(jì)算機(jī)科學(xué)系、電氣與計(jì)算機(jī)工程系以及媒體藝術(shù)系榮譽(yù)退休教授,他曾經(jīng)是該大學(xué)首位兼任教學(xué)工作的研究生。Edward獲得了美國南加州大學(xué)獲得哲學(xué)博士學(xué)位和加州理工學(xué)院工程理學(xué)士學(xué)位。他還是新墨西哥大學(xué)藝術(shù)、研究、技術(shù)和科學(xué)實(shí)驗(yàn)室(http://artslab.unm.edu)的主任。
圖書目錄
CHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1.1 Applications of Computer Graphics 1.1.1 Display of Information 1.1.2 Design 1.1.3 Simulation and Animation 1.1.4 User Interfaces 1.2 A Graphics System 1.2.1 Pixels and the Frame Buffer 1.2.2 Output Devices 1.2.3 Input Devices 1.3 Images: Physical and Synthetic 1.3.1 Objects and Viewers 1.3.2 Light and Images 1.3.3 Image Formation Models 1.4 Imaging Systems 1.4.1 The Pinhole Camera 1.4.2 The Human Visual System 1.5 The Synthetic-Camera Model 1.6 The Programmer's Interface 1.6.1 The Pen-Plotter Model 1.6.2 Three-Dimensional APIs 1.6.3 A Sequence of Images 1.6.4 The Modeling-Rendering Paradigm 1.7 Graphics Architectures 1.7.1 Display Processors 1.7.2 Pipeline Architectures 1.7.3 The Graphics Pipeline 1.7.4 Vertex Processing 1.7.5 Clipping and Primitive Assembly 1.7.6 Rasterization 1.7,7 Fragment Processing 1.8 Programmable Pipelines 1.9 Performance Characteristics Summary and Notes Suggested Readings Exercises CHAPTER 2 GRAPHICS 2.1 The Sierpinski Gasket 2.2 Programming Two-Dimensional Applications 2.2.1 Coordinate Systems 2.3 The OpenGL API 2.3.1 Graphics Functions 2.3.2 The Graphics Pipeline and State Machines 2.3.3 The OpenGL Interface 2.4 Primitives and Attributes 2.4.1 Polygon Basics 2.4.2 Polygon Types in OpenGL 2.4.3 Approximating a Sphere 2.4.4 Text 2.4.5 Curved Objects 2.4.6 Attributes 2.5 Color 2.5.1 RGB Color 2.5.2 Indexed Color 2.5.3 Setting of Color Attributes 2.6 Viewing 2.6.1 The Orthographic View 2.6.2 Two-Dimensional Viewing 2.6.3 Matrix Modes 2.7 Control Functions 2.7.1 Interaction with the Window System 2.7.2 Aspect Ratio and Viewports 2.7.3 The main, display, and myinit Functions 2.7.4 Program Structure 2.8 The Gasket Program 2.9 Polygons and Recursion CHAPTER 3 INPUT AND INTERACTION CHAPTER 4 GEOMETRIC OBJECTS AND TRANSFRMATIONS CHAPTER 5 VIEWING CHAPTER 6 LIGHTING AND SHADING CHAPTER 7 FROM VERTICES TO FRAGMENTS CHAPTER 8 DISCRETE TECHNIOUES CHAPTER 9 PROGRAMMABLE SHADERS CHAPTER 10 MODELING AND HIERARCHY CHAPTER 11 PROCEDURAL METHODS CHAPTER 12 CURVES AND SRRFACES CHAPTER 13 ADVANCED RENDERING APPENDIX A SAMPLE PROGRAMS APPENDIX B SPACES APPENDIX C MATRICES APPENDIX D SYNOPSIS OF OPENGL FUNCTIONS References Opengl Function Index Subject Index