Computer graphics : using OpenGL / F.S. Hill, JR.
By: Hill, JR. F.S.
Material type: BookPublisher: New Delhi : Phi learning Private limited, 2013Edition: 3rd edition.Description: xxii, 778 p. ill.ISBN: 9788120338296.Subject(s): Computer graphics | Multimedia systemsDDC classification: 006.6 H645C 2007Item type | Current location | Collection | Call number | Copy number | Status | Date due | Barcode | Item holds |
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Books | Information Technology University, Lahore General Stacks | Non-fiction | 006.6 H645C 2007 (Browse shelf) | Available | 001616 | |||
Books | Information Technology University, Lahore General Stacks | Non-fiction | 006.6 H645C 2007 C.2 (Browse shelf) | C.2 | Available | 001617 |
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006.6 C738 2013 c.2 Computer graphics : | 006.6 H236 2011 Handbook of computer aided geometric design / | 006.6 H645C 2007 Computer graphics : | 006.6 H645C 2007 C.2 Computer graphics : | 006.6 K963M 2012 Multimedia communications : | 006.6 M478A 2013 Advanced graphics programming using openGL / | 006.6 P238V 2007 Visualizing information with Microsoft Office Visio 2007 : |
F.S. Hill Jr. is a Professor Emeritus of the Electrical and Computer Engineering Department at the University of Massachusetts at Amherst. He received a Ph. D. degree from Yale University in 1968, worked for 3 years in digital data transmission at Bell Telephone Laboratories, and joined the University in 1970. He is the author of numerous articles in the field of signal processing, communications, and computer graphics. He has been editor and associate editor of the IEEE Communications Society magazine. He is also a fellow of the IEEE. He is co-author of the book Introduction To Engineering and has won several awards for outstanding teaching. Stephen M. Kelley and Dr. Hill met in 2000 in connection with a National Science Foundation distance learning project. Since then co-teaching courses in computer graphics at the University of Massachusetts and co-authoring Computer Graphics using OpenGL, 3rd Edition. Stephen Kelley recently graduated from the University of Massachusetts with a degree in Interactive Multimedia and Computer Graphics along with a minor in Information Technology. Stephen also runs his own web development and consulting company, Intangible Inc.
F.S. Hill Jr. is a Professor Emeritus of the Electrical and Computer Engineering Department at the University of Massachusetts at Amherst. He received a Ph. D. degree from Yale University in 1968, worked for 3 years in digital data transmission at Bell Telephone Laboratories, and joined the University in 1970. He is the author of numerous articles in the field of signal processing, communications, and computer graphics. He has been editor and associate editor of the IEEE Communications Society magazine. He is also a fellow of the IEEE. He is co-author of the book Introduction To Engineering and has won several awards for outstanding teaching. Stephen M. Kelley and Dr. Hill met in 2000 in connection with a National Science Foundation distance learning project. Since then co-teaching courses in computer graphics at the University of Massachusetts and co-authoring Computer Graphics using OpenGL, 3rd Edition. Stephen Kelley recently graduated from the University of Massachusetts with a degree in Interactive Multimedia and Computer Graphics along with a minor in Information Technology. Stephen also runs his own web development and consulting company, Intangible Inc.
Includes index.
1 Introduction to Computer Graphics</I></B> <P> 1.1 What is Computer Graphics?</P><P> 1.2 Where Computer Generated pictures are Used</P><P> 1.3 Elements of Pictures created in Computer Graphics.</P><P> 1.4 Graphics display devices</P><P>1.5 Graphics Input Primitives and Devices</P><P> 1.6. Chapter Summary & Exercises</P><P> 1.7. For Further Reading.</P><B><I>Chapter 2 Getting Started Drawing Figures</I></B> <P>2.1 Getting started making pictures</P><P> 2.2 Drawing Basic Graphics Primitives</P><P> 2.3 Making Line-drawings</P><P> 2.4 Simple interaction with mouse and keyboard</P><P> 2.5. Summary</P><P> 2.6. Case Studies</P><P> 2.7. For Further Reading.</P><B><I>Chapter 3 Additional Drawing Tools</I></B> <P> 3.1. Introduction</P><P> 3.2. World Windows and Viewports </P><P> 3.3. Clipping Lines </P><P> 3.4. Regular Polygons, Circles, and Arcs</P><P> 3.5. The Parametric Form of a Curve.</P><P> 3.6. Summary.</P><P> 3.7. Case Studies</P><P> 3.8. For Further Reading.</P><B><I>Chapter 4 Vector Tools for Graphics</I></B> <P> 4.1. Introduction</P><P> 4.2. Review of Vectors</P><P> 4.3. The Dot Product.</P><P>4.4. The Cross Product of Two Vectors. </P><P>4.5. Representations of Key Geometric Objects.</P><P>4.6. Finding the Intersection of two Line Segments. </P><P>4.7. Intersections of Lines with Planes, and Clipping.</P><P>4.8. Polygon Intersection Problems.</P><P>4.9. Summary.</P><P>4.10. Case Studies</P><P> 4.11. For Further Reading.</P><B><I>Chapter 5 Transformations of Objects</I></B> <P>5.1. Introduction</P><P>5.2. Introduction to Transformations</P><P>5.3. 3D Affine Transformations</P><P>5.4. How To Change Coordinate Systems</P><P>5.5. Affine Transformations used in a Program.</P><P>5.6. To Draw 3D Scenes Interactively with OpenGL.</P><P>5.7. Summary.</P><P>5.8. Case Studies.</P><P>5.9. For Further Reading.</P><B><I>Chapter 6 Modeling Shapes with Polygonal Meshes.</I></B> <P>6.1. Introduction</P><P>6.2. Introduction to Solid Modeling with Polygonal Meshes.</P><P> 6.3. Polyhedra.</P><P> 6.4. Extruded Shapes.</P><P> 6.5. Mesh Approximations to Smooth Objects.</P><P>6.6. Particle Systems and Physically Based Systems </P><P>6.7. Summary.</P><P>6.8. Case Studies.</P><P>6.9. For Further Reading.</P><B><I>Chapter 7 Three-Dimensional Viewing</I></B> <P> 7.1 Introduction</P><P> 7.2. The Camera Revisited.</P><P> 7.3. To Specify a Camera in a program. </P><P> 7.4. Perspective Projections of 3D Objects.</P><P> 7.5. To Produce Stereo Views.</P><P> 7.6. Taxonomy of Projections.</P><P> 7.7. Summary</P><P> 7.8. Case Studies</P><P> 7.9. For Further Reading.</P><P> </P><B><I>Chapter 8 Rendering Faces for Visual Realism</I></B> <P> 8.1. Introduction</P><P>8.2. Introduction to Shading Models</P><P>8.3. Flat Shading and Smooth Shading.</P><P>8.4. Adding Hidden Surface Removal.</P><P>8.5. To Add Texture to Faces.</P><P>8.6. To Add Shadows of Objects.</P><P>8.7. OpenGL 2.0 & The Shading Language (GLSL) </P><P>8.8. Summary.</P><P>8.9. Case Studies</P><P>8.10. For Further Reading.</P><P> </P><B><I>Chapter 9 Tools for Raster Displays</I></B> <P>9.1. Introduction</P><P>9.2. Manipulating Pixmaps.</P><P>9.3. Combining Pixmaps.</P><P>9.4. Do It Yourself Line Drawing: Bresenhamâ s Algorithm.</P><P>9.5 To Define and Fill Regions of Pixels.</P><P>9.6. Manipulating Symbolically-defined Regions.</P><P>9.7. Filling Polygon-Defined Regions.</P><P>9.8. Aliasing and Anti-Aliasing Techniques.</P><P>9.9. Creating More Shades and Colors.</P><P>9.10. Summary.</P><P>9.11. Case Studies.</P><P>9.12. Further Reading</P><B><I>Chapter 10 Curve and Surface Design</I></B> <P>10.1. Introduction</P><P>10.2. Describing Curves using Polynomials.</P><P>10.3. On Interactive Curve Design.</P><P>10.4. Bezier Curves for Curve Design.</P><P>10.5. Properties of Bezier Curves.</P><P>10.6. Finding Better Blending functions.</P><P>10.7. The B-Spline Basis Functions.</P><P>10.8. Useful Properties of B-Spline Curves for Design.</P><P>10.9. Rational Splines and NURBS Curves.</P><P>10.10. A Glimpse at Interpolation.</P><P>10.11. Modeling Curved Surfaces.</P><P>10.12. Summary</P><P>10.13. Case Studies.</P><P>10.14. Further Reading.</P><B><I>Chapter 11 Color Theory </I></B><P>11.1. Introduction</P><P>11.2. Color Description</P><P>11.3. The CIE Standard</P><P>11.4. Color Spaces</P><P>11.5. Indexed Color and the LUT.</P><P>11.6. Color Quantization.</P><P>11.7. Summary</P><P>11.8. Case Studies</P><P>11.9. For Further Reading.</P><B><I>Chapter 12 Ray Tracing</I></B> <P>12.1. Introduction </P><P>12.2. Setting Up the Geometry of Ray Tracing </P><P>12.3. Overview of the Ray-Tracing Process </P><P>12.4. Intersection of a Ray with an Object. </P><P>12.5. Organizing a Ray Tracer Application.</P><P>12.6. Intersecting Rays with Other Primitives </P><P>12.7. To Draw Shaded Pictures of Scenes </P><P>12.8. Adding Surface Texture.</P><P>12.9. Anti-aliasing Ray Tracings.</P><P>12.10. Using Extents </P><P>12.11. Adding Shadows for Greater Realism.</P><P>12.12. Reflections and Transparency </P><P>12.13. Compound Objects: Boolean Operations on Objects </P><P>12.14. Ray Tracing vs. Ray Casting</P><P>12.15. Summary.</P><P>12.16. Case Studies. </P><P>12.17. For Further Reading</P><P> </P><B>A1. Graphics Tools - Obtaining OpenGL.</B> <B> </B> <B>A2. Some Mathematics for Computer Graphics</B> <P>A2.1 Some Key Definitions for Matrices and their Operations</P><P>A2.2. Some Properties of Vectors and their operations.</P><P>A2.3. Spherical Coordinates and Direction Cosines.</P><B> </B> <B>A3. An Introduction to SDL: Scene Description Language </B><P>A3.1. Syntax of SDL</P><P>A3.2. Macros in SDL.</P><P>A3.3. Extending SDL.</P><P> </P><B>A4. Fractals and The Mandelbrot Set</B> <P>A4.1. Introduction </P><P>A4.2. Fractals and Self-Similarity </P><P>A4.3. The Mandelbrot Set</P><P> </P><B>A5. Relative and Turtle Drawing.</B> <P>A5.1. To Develop moveRel() and lineRel().</P><P>A5.2. Turtle Graphics</P><P>A5.3. Figures Based on Regular Polygons.</P><P> </P><P><B><I>References</I></B></P><P><B><I>Index</I></B></P>
This book introduces the basic concepts and techniques of modern interactive computer graphics, assisting in writing practical application programs.
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