Preface
Chapter 0: Getting Started
Visual Communication and Computer Graphics
General Concepts in Visual Communication
Use Appropriate Representation for Your Information
Keep Your Images Focused
Use Appropriate Presentation Levels for Your Information
Use Appropriate Forms for Your Information
Be Very Careful to be Accurate with Your Display
Understand and Respect the Cultural Context of Your Audience
Make Your Interactions Reflect Familiar and Comfortable
Relationships Between Action and Effect
3D Geometry and the Geometry Pipeline
The Scene and the View
3D Model Coordinate Systems
3D World Coordinate System
3D Eye Coordinate System
Projections
Clipping
Choosing Perspective or Orthographic Projections
2D Eye Coordinates
2D Screen Coordinates
Appearance
Color
Textures
Depth Buffering
The Viewing Process
Different Implementation, Same Result
Graphics Cards
A Basic OpenGL Program
The Structure of the Mai n O Function on OpenGL
Model Space
Modeling Transformation
3D World Space
Viewing Transformation
3D Eye Space
Projections
2D Eye Space
2D Screen Space
The Science in the Program
Appearance
Another Way to See the Program
OpenGL Extensions
Summary
OpenGL Glossary for the Chapter
Questions
Exercises
Experiments
Chapter 1: Viewing and Projection
Introduction
Fundamental Model of Viewing
Definitions
Setting Up the Viewing Environment
Defining the Projection
View Volumes
The Orthographic Projection
The Perspective Projection
Calculating the Perspective Projection
Clipping on the View Volume
Defining the Window and Viewport
Some Aspects of Managing the View
Hidden Surfaces
Double Buffering
Stereo Viewing
Viewing and Visual Communication
Implementation of Viewing and Proiection in OpenGL
Defining a Window and Viewport
Reshaping the Window
Defining a Viewing Environment
Defining a Perspective Projection
……
Chapter 2: Principles of Modeling
Chapter 3: Implementing Modeling in OpenGL
Chapter 4: Mathematics for Modeling
ChaDter 5: Color and Blending
Chapter 6: Lighting and Shading
Chapter 7: Events and Interactive Programming
Chapter 8: Texture Mapping
Chapter 9: Graphical Problem Solving in Science
Chapter 10: Rendering and the Rendering Pipeline
Chapter 11: Dynamics and Animation
Chapter 12: High-Performance Graphics Techniques
Chapter 13: Interpolation and Spline Modeling
ChaDter 14: Nonpolygon Graphics
Chapter 15: Hardcopy
References and Resources
Appendix
Index