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Advanced Graphics Programming Using OpenGL Be the First to Write a Review and tell the world about this title!People who purchase this book frequently purchase: Books on similar topics, in best-seller order:Books from the same publisher, in best-seller order:
- Emphasizes the algorithmic side of computer graphics, with a practical application
focus, and provides usable techniques for real world problems.
- Serves as an introduction to the techniques that are hard to obtain outside
of an intensive computer graphics work environment.
- Sophisticated and novel programming techniques are implemented in C using
the OpenGL library, including: coverage of color and lighting; texture mapping;
blending and compositing; antialiasing; image processing; special effects;
natural phenomena; artistic and non-photorealistic techniques, and many others.
- Code fragments are used in the book, and full blown example programs for
virtually every algorithm are available at www.mkp.com/opengl
Reviews
"I've been using the techniques in this book since their introduction
at SIGGRAPH years ago. Those notes, transformed into this superb book, have
been the quintessential reference for advanced techniques in OpenGL. Every corner
of the subject is analyzed, with enough detail for the expert, but also very
readable for the novice. Congratulations to David and Tom for providing an excellent
OpenGL reference!"
-Dave Shreiner, Silicon Graphics, Inc., co-author of OpenGL Programming Guide
"You may think you know OpenGL. As a software engineer with ten years
of OpenGL experience, I thought I did. However, this book quickly convinced
me that I was very much mistaken. David Blythe and Tom McReynolds have taught
me much that I did not know, and in the process improved my company's products.-
This is a book for computer graphics enthusiasts, both amateur and professional.
If you use OpenGL in your work, Advanced Graphics Programming using OpenGL will
be your constant companion. Be sure to get your own copy, however - my copy
is not leaving my desk under any circumstances!"
-Ian Ashdown, President, byHeart Consultants Limited
Today truly useful and interactive graphics are available on affordable computers.
While hardware progress has been impressive, widespread gains in software expertise
has come more slowly. Information about advanced techniquesbeyond those
learned in introductory computer graphics textsis not as easy to come
by as inexpensive hardware.
This book brings the graphics programmer beyond the basics and introduces them
to advanced knowledge that is hard to obtain outside of an intensive CG work
environment. The book is about graphics techniquesthose that dont
require esoteric hardware or custom graphics librariesthat are written
in a comprehensible style and do useful things. It covers graphics that are
not covered well in your old graphics textbook. But it also goes further, teaching
you how to apply those techniques in real world applications, filling real world
needs.
Table of Contents
Part I Computer Graphics Intro and OpenGL: Concepts; Geometry Representation
& Modeling; 3D Transformations; Color, Lighting, and Surface Attributes;
Rasterization; Images as Primitives; OpenGL Virtues; Image Processing; Texture
Mapping; Window System Integration; Hardware Implementations of the Pipeline.
Part II Basic Techniques: Multiple Rendering Passes; Texture Mapping; Lighting;
Blending and Compositing; Transparency; Antialiasing; Image Processing; Transform
Techniques. Part III: Application Specific Techniques: CAD & Modeling; Scene
Realism; Natural Phenomena; Special Effects; Illustration and Artistic Techniques;
Scientific Visualization; Performance Measurement & Tuning; Visual Simulation
and Entertainment. Appendices: Portability Considerations; OpenGL Extensions
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