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 photos via OpenGL®: From conception to Experiments, moment variation presents a complete advent to special effects that makes use of an energetic studying variety to educate key recommendations. both emphasizing idea and perform, the booklet presents an knowing not just of the rules of 3D special effects, but additionally using the OpenGL® program Programming Interface (API) to code 3D scenes and animation, together with video games and films.

The undergraduate middle of the publication is a one-semester series taking the scholar from 0 wisdom of special effects to a mastery of the basic suggestions having the ability to code functions utilizing fourth-generation OpenGL. the remainder chapters discover extra complicated issues, 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 offers application resource code that runs on numerous structures. It contains a consultant to fitting OpenGL and executing the courses, precise software program to aid run the experiments, and figures from the booklet. the positioning additionally includes an instructor’s guide with options to a hundred difficulties (for qualifying teachers only).

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

Sample text

7: Rendering with glOrtho(). no lens, only the film. 2. Print: Next, the viewing face is proportionately scaled to fit the rectangular OpenGL window. This step is like printing the film on paper. 7(b) to (c). 7(b) to (d) (which actually distorts the square into a rectangle). The answer to the earlier question of how to calibrate the coordinate axes of the space in which the viewing box is created should be clear now: the 2D rendering finally displayed is the same no matter how they are calibrated, because of the proportionate scaling of the viewing face of the box to fit the OpenGL window.

Cpp? No. cpp? Almost there . .. 2 Orthographic Projection, Viewing Box and World Coordinates What exactly do the vertex coordinate values mean? , 20 cm. or 20 pixels away from the origin along both the x-axis and y-axis, or is there some other absolute unit of distance native to OpenGL? 2. cpp∗ – first to glutInitWindowSize(300, 300) and then glutInitWindowSize(500, 250). The square changes in size, and even shape, with the OpenGL window. Therefore, coordinate values appear not to be in any kind of absolute units on the screen.

It is used in special applications such as manipulating a camera in a 3D scene: not only is the camera moved, but also rotated, affording it multiple degrees of freedom, each of which the user controls. The spaceball itself consists of a pressure-sensitive ball which can distinguish different kinds of forces, including forward/backward, lateral and twist, responding by moving and orienting the selected object. 13 Chapter 1 An Invitation to Computer Graphics Tablet: This is a digitizing device which has a surface embedded with sensors to pick up the successive coordinates of a stylus head or fingertip as it travels over the surface (in effect converting physical motion into digital data).

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