Computer Graphics: From Pixels to Programmable Graphics Hardware Front Cover

Computer Graphics: From Pixels to Programmable Graphics Hardware

  • Length: 568 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2013-10-25
  • ISBN-10: 1439867305
  • ISBN-13: 9781439867303
  • Sales Rank: #2264378 (See Top 100 Books)
Description

Complete Coverage of the Current Practice of Computer Graphics

Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics.

Up-to-Date Techniques, Algorithms, and API
The book includes mathematical background on vectors and matrices as well as quaternions, splines, curves, and surfaces. It presents geometrical algorithms in 2D and 3D for spatial data structures using large data sets. Although the book is mainly based on OpenGL 3.3, it also covers tessellation in OpenGL 4.0, contains an overview of OpenGL ES 2.0, and discusses the new WebGL, which allows students to use OpenGL with shaders directly in their browser. In addition, the authors describe a variety of special effects, including procedural modeling and texturing, fractals, and non-photorealistic rendering. They also explain the fundamentals of the dominant language (OpenCL) and platform (CUDA) of GPGPUs.

Web Resource
On the book’s CRC Press web page, students can download many ready-to-use examples of C++ code demonstrating various effects. C++ wrappers for basic OpenGL entities, such as textures and programs, are also provided.

In-Depth Guidance on a Programmable Graphics Pipeline
Requiring only basic knowledge of analytic geometry, linear algebra, and C++, this text guides students through the OpenGL pipeline. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping.

Table of Contents

Chapter 1: Introduction: Basic concepts
Chapter 2: Transforms in 2D
Chapter 3: Geometric algorithms in 2D
Chapter 4: Transformations in 3D, projections,quaternions
Chapter 5: Basic raster algorithms
Chapter 6: Color and color models
Chapter 7: Basics freeglut and GLEW forOpenGL rendering
Chapter 8: Hidden surface removal
Chapter 9: Modern OpenGL: The beginning
Chapter 10: Working with large 2D/3D data sets
Chapter 11: Curves and surfaces: Geometricmodeling
Chapter 12: Basics of animation
Chapter 13: Lighting models
Chapter 14: Advanced OpenGL
Chapter 15: GPU image processing
Chapter 16: Special effects in OpenGL
Chapter 17: Basics of GPGPU
Chapter 18: Elements of procedural texturing andmodeling
Chapter 19: Non-Photorealistic Rendering (NPR)

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