Computer Graphics Table
of Contents
Edward
Angel
CHAPTER 1 THE BASICS
1.Applications of Computer Graphics
2.Graphics Systems
3.Images: Physical and Synthetic
4.The Human Visual System
5.The Pinhole Camera
6.The Synthetic Camera Model
7.The Programmer's Interface
8.Graphics Architectures
9.Summary
10.Suggested Readings
11.Exercises
CHAPTER 2 GETTING STARTED
1.The Sierpinski Gasket
2.The OpenGL API
3.Primitives and Attributes
4.Color
5.Viewing
6.Control
7.The Gasket Program
8.The Three-Dimensional Gasket
9.Summary
10.Suggested Readings
11.Exercises
CHAPTER 3 INPUT AND INTERACTION
1.Interaction
2.Input Devices
3.Clients and Servers
4.Display Lists
5.Programming Event-Driven Input
6.Menus
7.Picking
8.A Simple Paint Program
9.Design of Interactive Programs
10.Summary
11.Suggested Readings
12.Exercises
CHAPTER 4 GEOMETRIC OBJECTS AND
TRANSFORMATIONS
1.Scalars, Points, and Vectors
2.Three-Dimensional Primitives
3.Coordinate Systems and Frames
4.Drawing a Rotating Cube
5.Affine Transformations
6.Problem Solving with Loops
7.Transformations in Homogenous Coordinates
8.Cocatenation of Transformations
9.Implementing Transformations
10.Summary
11.Suggested Readings
12.Exercises
CHAPTER 5 VIEWING
1.Classical and Computer Viewing
2.Positioning the Camera
3.Simple Projections
4.Projections in OpenGL
5.Hidden-Surface Removal
6.Walking Through a Scene
7.Parallel-Projection Matrices
8.Perspective-Projection Matrices
9.Summary
10.Suggested Readings
11.Exercises
CHAPTER 6 SHADING
1.Light and Matter
2.Light Sources
3.The Phong Reflection Model
4.Computation of Vectors
5.Polygonal Shading
6.Approximation of a Sphere by Recursive
Subdivision
7.Light Sources in OpenGL
8.Specification of Materials in OpenGL
9.Shading of the Sphere Model
10.Global Rendering
11.Summary
12.Suggested Readings
13.Exercises
CHAPTER 7 IMPLEMENTATION
1.Four Major Tasks
2.Implementing Transformations
3.Line-Segment Clipping
4.Polygon Clipping
5.Clipping of Other Primitives
6.Clipping in Three Dimensions
7.Hidden-Surface Removal
8.Scan Conversion
9.Bresenham's Algorithm
10.Scan-Converting Polygons
11.Antialiasing
12.Display Considerations
13.Summary
14.References
15.Exercises
CHAPTER 8 MODELING
1.Symbols and Instances
2.Hierarchical Models
3.A Simple Robot Arm
4.Trees and Traversal
5.Scene Trees
6.Language-Based Models
7.Recursive Methods and Fractals
8.Physically Based Models and Particle
Systems
9.Summary
10.References
11.Exercises
CHAPTER 9 CURVES AND SURFACES
1.Representing Curves and Surfaces
2.Design Criteria
3.Cubic Polynomial Curves
4.Interpolation
5.Hermite Curves and Surfaces
CHAPTER 10 DISCRETE TECHNQUES
1.Buffers
2.Digital Images
3.Bit and Pixel Operations in OpenGL
4.Surface Mapping
5.Texture Mapping
6.Environmental Maps
7.Bump Maps
8.Compositing Techniques
9.Use of the Accumulation Buffer
10.Summary
11.Suggested Readings
12.Exercises