Chapter 1 Introduction .
Chapter 2 Digital Image Fundamentals
.1 The RGB and CMY Color Models
2.2 Color Representation
2.3 Lookup Table
2.4 Display Devices
2.5 Printing Devices
2.6 Image Files
Chapter 3 The OpenGL API
3.1 OpenGL Basics
3.2 OpenGL Syntax and Convention
3.3 Setting up OpenGL on a PC
3.4 A Sample Program
3.5 Visualizing the Mandelbrot and Julia Sets
3.6 The Color-Index Mode
3.7 Managing Windows
Chapter 4 Scan Conversion
4.1 Lines
4.2 Circles
4.3 Ellipses
4.4 Region Filling
4.5 Characters
4.6 Antialiasing
4.7 OpenGL Programming
Chapter 5 3D Preliminaries
5.1 The Polygon-Mesh Representation
5.2 Hidden-Surface Removal
5.3 Projection
5.4 The 3D Graphics Pipeline
5.5 OpenGL Programming
Chapter 6 Transformations
6.1 Basi Transformations
6.2 Special Transformations
6.3 Composite Transformation Matrix
6.4 OpenGL Programming
Chapter 7 Color and Shading Models
7.1 Light and Color ..
7.2 The Phong Model
7.3 Interpolative Shading Methods
7.4 OpenGL Programming
Chapter 8 Viewing and Clipping
8.1 Viewing Transformation
8.2 Clipping Algorithms
8.3 OpenGL Programming
Chapter 9 Interaction
9.1 Interactive Devices
9.2 Interactive Techniques
9.3 OpenGL Programming
Chapter 10 Parametri Representations
10.1 Interpolation Methods for Splines
10.2 Bezier Curves and Surfaces
10.3 B-Splines
10.4 Rational B-Splines and NURBS
10.5 OpenGL Programming
Chapter 11 More on OpenGL
11.1 Error Handling
11.2 Query Fun tions
11.3 Bitmaps and Pixel Operations
11.4 GLU Quadrics
11.5 Texture Mapping
11.6 Depth Cuing
11.7 Stencil Buffer
11.8 A umulation Buffer
Chapter 12 Beyond the Graphics Pipeline
12.1 Ray Tracing
12.2 The Radiosity Method
12.3 The Rendering Equation
Appendix 1 OpenGL Functions
Appendix 2 Vectors
Appendix 3 Matrices
Appendix 4 Answers
Index ...