Advanced Graphics Programming Using OpenGL

Other | February 17, 2005

byTom McReynolds, Tom Mcreynolds, David Blythe

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Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is 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 techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive 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.

* 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

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From the Publisher

Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardwar...

David Blythe has worked in the 3D graphics field professionally for the last 14 years, including serving as Chief Engineer at Silicon Graphics, a representative on the OpenGL Architecture Review Board, editor for the OpenGL ES 1.0 specification, and a frequent SIGGRAPH course presenter. While at Silicon Graphics, David contributed to t...
Format:OtherDimensions:672 pages, 1 × 1 × 1 inPublished:February 17, 2005Publisher:Elsevier ScienceLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0080475728

ISBN - 13:9780080475721

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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