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