LEADER 05592nam 2200697Ia 450 001 9910783457903321 005 20230120004209.0 010 $a1-281-01007-3 010 $a9786611010072 010 $a0-08-047572-8 010 $a1-4237-0807-5 035 $a(CKB)1000000000210144 035 $a(EBL)232120 035 $a(OCoLC)171114137 035 $a(SSID)ssj0000097710 035 $a(PQKBManifestationID)11113217 035 $a(PQKBTitleCode)TC0000097710 035 $a(PQKBWorkID)10120352 035 $a(PQKB)11506475 035 $a(Au-PeEL)EBL232120 035 $a(CaPaEBR)ebr10127889 035 $a(CaONFJC)MIL101007 035 $a(OCoLC)936898129 035 $a(CaSebORM)9781558606593 035 $a(MiAaPQ)EBC232120 035 $a(EXLCZ)991000000000210144 100 $a20041027d2005 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAdvanced graphics programming using openGL$b[electronic resource] /$fTom McReynolds, David Blythe 205 $a1st edition 210 $aSan Francisco, CA $cElsevier Morgan Kaufmann Publishers$dc2005 215 $a1 online resource (673 p.) 225 1 $aThe Morgan Kaufmann series in computer graphics and geometric modeling 300 $aDescription based upon print version of record. 311 $a1-55860-659-9 320 $aIncludes bibliographical references (p. 615-627) and index. 327 $aFront Cover; Advanced Graphics Programming Using OpenGL; Copyright Page; Contents; Preface; Acknowledgments; Biographies; Part I: Concepts; Chapter 1. Geometry Representation and Modeling; 1.1 Polygonal Representation; 1.2 Decomposition and Tessellation; 1.3 Shading Normals; 1.4 Triangle Stripping; 1.5 Vertices and Vertex Arrays; 1.6 Modeling vs. Rendering Revisited; Chapter 2. 3D Transformations; 2.1 Data Representation; 2.2 Overview of the Transformation Pipeline; 2.3 Normal Transformation; 2.4 Texture Coordinate Generation and Transformation; 2.5 Modeling Transforms 327 $a2.6 Visualizing Transform Sequences2.7 Projection Transform; 2.8 The Z Coordinate and Perspective Projection; 2.9 Vertex Programs; 2.10 Summary; Chapter 3. Color, Shading, and Lighting; 3.1 Representing Color; 3.2 Shading; 3.3 Lighting; 3.4 Fixed-Point and Floating-Point Arithmetic; 3.5 Summary; Chapter 4.Digital Images and Image Manipulation; 4.1 Image Representation; 4.2 Digital Filtering; 4.3 Convolution; 4.4 Images in OpenGL; 4.5 Positioning Images; 4.6 Pixel Store Operations; 4.7 Pixel Transfer Operations; 4.8 ARB Imaging Subset; 4.9 Off-Screen Processing; 4.10 Summary 327 $aChapter 5. Texture Mapping5.1 Loading Texture Images; 5.2 Texture Coordinates; 5.3 Loading Texture Images from the Frame Buffer; 5.4 Environment Mapping; 5.5 3D Texture; 5.6 Filtering; 5.7 Additional Control of Texture Level of Detail; 5.8 Texture Objects; 5.9 Multitexture; 5.10 Texture Environment; 5.11 Summary; Chapter 6. Rasterization and Fragment Processing; 6.1 Rasterization; 6.2 Fragment Operations; 6.3 Framebuffer Operations; 6.4 Summary; Chapter 7. Window System and Platform Integration; 7.1 Renderer and Window State; 7.2 Address Space and Threads; 7.3 Anatomy of a Window 327 $a7.4 Off-Screen Rendering7.5 Rendering to Texture Maps; 7.6 Direct and Indirect Rendering; Chapter 8. OpenGL Implementations; 8.1 OpenGL Versions; 8.2 OpenGL Extensions; 8.3 OpenGL ES for Embedded Systems; 8.4 OpenGL Pipeline Evolution; 8.5 Hardware Implementations of the Pipeline; 8.6 The Future; Part II: Basic Techniques; Chapter 9. Multiple Rendering Passes; 9.1 Invariance; 9.2 Multipass Overview; 9.3 The Multipass Toolbox; 9.4 Multipass Limitations; 9.5 Multipass vs. Micropass; 9.6 Deferred Shading; 9.7 Summary; Chapter 10. Antialiasing; 10.1 Full-Scene Antialiasing; 10.2 Supersampling 327 $a10.3 Area Sampling10.4 Line and Point Antialiasing; 10.5 Antialiasing with Textures; 10.6 Polygon Antialiasing; 10.7 Temporal Antialiasing; 10.8 Summary; Chapter 11. Compositing, Blending, and Transparency; 11.1 Combining Two Images; 11.2 Other Compositing Operators; 11.3 Keying and Matting; 11.4 Blending Artifacts; 11.5 Compositing Images with Depth; 11.6 Other Blending Operations; 11.7 Dissolves; 11.8 Transparency; 11.9 Alpha-Blended Transparency; 11.10 Screen-Door Transparency; 11.11 Summary; Chapter 12. Image Processing Techniques; 12.1 OpenGL Imaging Support; 12.2 Image Storage 327 $a12.3 Point Operations 330 $aToday truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques-beyond those learned in introductory computer graphics texts-is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques-those that don't require esoteric hardware or 410 0$aMorgan Kaufmann series in computer graphics and geometric modeling. 606 $aComputer graphics 615 0$aComputer graphics. 676 $a006.6 676 $a006.693 700 $aMcReynolds$b Tom$01483065 701 $aBlythe$b David$f1961-$01483066 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910783457903321 996 $aAdvanced graphics programming using openGL$93701068 997 $aUNINA