Computer Graphics Through OpenGL (R)
Computer Graphics Through OpenGL (R)
From Theory to Experiments
Taylor & Francis Ltd
12/2021
760
Mole
Inglês
9781032241630
1796
Descrição não disponível.
I. Hello World 1. An Invitation To Computer Graphics 2 .On To OpenGL And 3D Computer Graphics II. Tricks Of The Trade 3. An OpenGL Toolbox III. Movers And Shapers 4. Transformation, Animation And Viewing 5. Inside Animation: The Theory of Transformations 6. Advanced Animation Techniques IV. Geometry for the Home Office 7. Convexity and Interpolation 8. Triangulation 9. Orientation V. Making Things Up 10. Modeling in 3D Space VI. Lights, Camera, Equation 11. Color and Light 12. Texture 13. Special Visual Techniques VII. Pixels, Pixels, Everywhere 14. Raster Algorithms VIII. Programming Pipe Dreams 15. OpenGL 4.3, Shaders And The Programmable Pipeline: Liftoff 16. OpenGL 4.3, Shaders And The Programmable Pipeline: Escape Velocity IX. Anatomy Of Curves And Surfaces 17. BEzier 18. B-Spline 19. Hermite X. Well Projected 20. Applications Of Projective Spaces: Projection Transformations and Rational Curves XI. Time For A Pipe 21. Pipeline Operation Appendices A. Projective Spaces and Transformations
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
RGB Intensity;Control Polyhedron;3D Computer Graphics;Texture Coordinates;OpenGL;Viewing Face;Projective Spaces;Modelview Matrix;rasterization;Control Points;computer animation;Drawing Routine;rendering pipeline;Adjacent Control Point;graphics pipeline;Vertex Shader;programmable pipeline;Blending Functions;3D modeling;Fragment Shader;computer visualization;RGB Value;projection transformations;Tangent Vector;shaders;Depth Buffer;non-uniform rational B-splines (NURBS);Bernstein Polynomial;Application Programming Interface;Phong's Lighting Model;OpenGL API;GL Texture;OpenGL Shading Language (GLSL);Stencil Buffer;GLSlang;Viewing Box;Bezier;RGB Color;curves and surfaces;Euler Angles;Homogeneous Coordinates;Clipping Plane;Color Buffer;Control Polygon
I. Hello World 1. An Invitation To Computer Graphics 2 .On To OpenGL And 3D Computer Graphics II. Tricks Of The Trade 3. An OpenGL Toolbox III. Movers And Shapers 4. Transformation, Animation And Viewing 5. Inside Animation: The Theory of Transformations 6. Advanced Animation Techniques IV. Geometry for the Home Office 7. Convexity and Interpolation 8. Triangulation 9. Orientation V. Making Things Up 10. Modeling in 3D Space VI. Lights, Camera, Equation 11. Color and Light 12. Texture 13. Special Visual Techniques VII. Pixels, Pixels, Everywhere 14. Raster Algorithms VIII. Programming Pipe Dreams 15. OpenGL 4.3, Shaders And The Programmable Pipeline: Liftoff 16. OpenGL 4.3, Shaders And The Programmable Pipeline: Escape Velocity IX. Anatomy Of Curves And Surfaces 17. BEzier 18. B-Spline 19. Hermite X. Well Projected 20. Applications Of Projective Spaces: Projection Transformations and Rational Curves XI. Time For A Pipe 21. Pipeline Operation Appendices A. Projective Spaces and Transformations
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
RGB Intensity;Control Polyhedron;3D Computer Graphics;Texture Coordinates;OpenGL;Viewing Face;Projective Spaces;Modelview Matrix;rasterization;Control Points;computer animation;Drawing Routine;rendering pipeline;Adjacent Control Point;graphics pipeline;Vertex Shader;programmable pipeline;Blending Functions;3D modeling;Fragment Shader;computer visualization;RGB Value;projection transformations;Tangent Vector;shaders;Depth Buffer;non-uniform rational B-splines (NURBS);Bernstein Polynomial;Application Programming Interface;Phong's Lighting Model;OpenGL API;GL Texture;OpenGL Shading Language (GLSL);Stencil Buffer;GLSlang;Viewing Box;Bezier;RGB Color;curves and surfaces;Euler Angles;Homogeneous Coordinates;Clipping Plane;Color Buffer;Control Polygon