Computer graphics through OpenGL : from theory to by Sumanta Guha

By Sumanta Guha

From geometric primitives to animation to 3D modeling to lighting fixtures, shading, and texturing, Computer photos via OpenGL®: From idea to Experiments, moment version presents a entire advent to special effects that makes use of an lively studying sort to educate key options. both emphasizing idea and perform, the publication 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 innovations having the ability to code purposes utilizing fourth-generation OpenGL. the remainder chapters discover extra complex subject matters, together with the constitution of curves and surfaces and the applying 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 web site at www.sumantaguha.com offers application resource code that runs on quite a few systems. It incorporates a consultant to fitting OpenGL and executing the courses, designated software program to aid run the experiments, and figures from the booklet. the location additionally comprises an instructor’s handbook with recommendations to a hundred difficulties (for qualifying teachers only).

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The difference between 2D and 3D graphics is that models in the latter are created in a (virtual) 3D world, geometrically the same as the real world, and then projected onto the viewing screen, while all drawings in 2D graphics are on a flat plane. Models drawn in 3D are more realistic because they have all the three dimensions we humans can perceive, but they are more complex as well; moreover, the projection step, non-existent for 2D graphics, is computationintensive too. Graphics cards, manufactured by companies such as ATI and Nvidia, which not only manage the image output to the display unit, but have, as well, additional hardware support for rendering of 3D primitives, are now inexpensive enough that desktops and even notebooks can run high-end 3D applications.

12 is not a haptic mouse, of course, but one commonly seen in HCI (human-computer interaction) labs. The three-link arm swiveling on a ball gives it six degrees of freedom. Haptics has numerous applications, a couple of noteworthy ones being the teleoperation of robots (where the operator gets haptic feedback as she manipulates a robot in either a virtual or a remote real environment) and simulated surgery training in medicine (which is similar to training pilots on a flight simulator, except that surgery has the added component of tactile feedback, mostly absent in flying).

To not see the end product of CG, that being computer-generated imagery (CGI), throughout your day, you would have to be on a deserted island. Images on the screen of the cell phone you probably check first thing on waking are digitally synthesized by a processor. Almost every frame on the TV showing the morning news has CGI in some part. If you commute, then the vehicle which carries you to school or work likely communicates with its operator through multiple computer-managed console panels, displaying information ranging from fuel level to geographical location.

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