Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T & F Informa, plc,
Date of Publication, Distribution, etc.
[2019]
PHYSICAL DESCRIPTION
Specific Material Designation and Extent of Item
1 online resource (761 pages)
GENERAL NOTES
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6.1.1 Space Partitioning
INTERNAL BIBLIOGRAPHIES/INDEXES NOTE
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Includes bibliographical references and index.
CONTENTS NOTE
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Cover; Half Title; Title; Copyrights; Dedication; Contents; Preface; About the Author; Part I Hello World; 1 AN INVITATION TO COMPUTER GRAPHICS; 1.1 Brief History of Computer Graphics; 1.2 Overview of a Graphics System; 1.2.1 Input Devices; 1.2.2 Output Devices; 1.3 Quick Preview of the Adventures Ahead; 2 ON TO OPENGL AND 3D COMPUTER GRAPHICS; 2.1 First Program; 2.2 Orthographic Projection, Viewing Box and World Coordinates; 2.3 The OpenGL Window and Screen Coordinates; 2.4 Clipping; 2.5 Color, OpenGL State Machine and Interpolation; 2.6 OpenGL Geometric Primitives
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2.7 Approximating Curved Objects2.8 Three Dimensions, the Depth Bu er and Perspective Projection; 2.8.1 A Vital 3D Utility: The Depth Bu er; 2.8.2 A Helix and Perspective Projection; 2.9 Drawing Projects; 2.10 Approximating Curved Objects Once More; 2.11 An OpenGL Program End to End; 2.12 Summary, Notes and More Reading; Part II Tricks of the Trade; 3 AN OPENGL TOOLBOX; 3.1 Vertex Arrays and Their Drawing Commands; 3.2 Vertex Bu er Objects; 3.3 Vertex Array Objects; 3.4 Display Lists; 3.5 Drawing Text; 3.6 Programming the Mouse; 3.7 Programming Non-ASCII Keys; 3.8 Menus; 3.9 Line Stipples
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3.10 FreeGLUT Objects3.11 Clipping Planes; 3.13 Viewports; 3.12 Frustum, Di erently; 3.14 Multiple Windows; 3.15 Summary, Notes and More Reading; Part III Movers and Shapers; 4 TRANSFORMATION, ANIMATION AND VIEWING; 4.1 Modeling Transformations; 4.1.1 Translation; 4.1.2 Scaling; 4.1.3 Rotation; 4.2 Composing Modeling Transformations; 4.3 Placing Multiple Objects; 4.4 Modelview Matrix Stack and Isolating Transformations; 4.5 Animation; 4.5.1 Animation Technicals; 4.5.2 Animation Code; 4.5.3 Animation Projects; 4.6 Viewing Transformation; 4.6.1 Understanding the Viewing Transformation
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4.6.2 Simulating a Viewing Transformation with Modeling Transfor-mations4.6.3 Orientation and Euler Angles; 4.6.4 Viewing Transformation and Collision Detection in Animation; 4.7 More Animation Code; 4.7.1 Animating an Articulated Figure; 4.7.2 Simple Orthographic Shadows; 4.8 Selection and Picking; 4.8.1 Selection; 4.8.2 Picking; 4.9 Summary, Notes and More Reading; 5 INSIDE ANIMATION: THE THEORY OF TRANSFORMATIONS; 5.1 Geometric Transformations in 2-Space; 5.1.1 Translation; 5.1.2 Scaling; 5.1.3 Rotation; 5.1.4 Re ection; 5.2 A ne Transformations; 5.2.1 A ne Transformations De ned
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5.2.2 A ne Transformations and OpenGL5.2.3 A ne Transformations and Homogeneous Coordinates; 5.3 Geometric Transformations in 2-Space Continued; 5.3.1 A ne Geometric Transformations; 5.3.2 Euclidean and Rigid Transformations; 5.4 Geometric Transformations in 3-Space; 5.4.1 Translation; 5.4.2 Scaling; 5.4.3 Rotation; 5.4.4 Re ection; 5.4.5 A ne Geometric Transformations; 5.4.6 Accessing and Manipulating the Current Modelview Matrix .; 5.4.7 Euclidean and Rigid Transformations; 5.5 Summary, Notes and More Reading; 6 ADVANCED ANIMATION TECHNIQUES; 6.1 Frustum Culling by Space Partitioning
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ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
Ingram Content Group
Stock Number
9780429874840
OTHER EDITION IN ANOTHER MEDIUM
Title
Computer Graphics Through OpenGL® : From Theory to Experiments.