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Introduction to Computer Graphics with OpenGL ES

✍ Scribed by JungHyun Han


Publisher
CRC Press
Year
2018
Tongue
English
Leaves
341
Edition
First edition
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’sIntroduction to Computer Graphics with OpenGL ESachieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.

✦ Table of Contents


Content: Cover
Half title
Title
Copyrights
Dedication
Contents
Preface
Acknowledgments
Part I Rendering Pipeline
1 Introduction
1.1 Computer Graphics Production
1.2 Graphics API
2 Mathematics: Basics
2.1 Matrices and Vectors
2.2 Coordinate System and Basis
2.3 Dot Product
2.4 Cross Product
2.5 Line, Ray, and Linear Interpolation
3 Modeling
3.1 Polygon Mesh
3.1.1 Polygon Mesh Creation
3.1.2 Polygon Mesh Representation
3.2 Surface Normals
3.2.1 Triangle Normals
3.2.2 Vertex Normals
3.3 Polygon Mesh Export and Import
4 Spaces and Transforms. 4.1 2D Transforms and Matrix Representations4.1.1 Scaling
4.1.2 Rotation
4.1.3 Translation and Homogeneous Coordinates
4.1.4 Composition of 2D Transforms
4.2 A ne Transform
4.3 3D Transforms and Matrix Representations
4.3.1 Scaling
4.3.2 Rotation
4.3.3 Translation and Homogeneous Coordinates
4.4 Application: World Transform
4.5 Rotation and Object-space Basis
4.6 Inverse Transforms
5 Vertex Processing
5.1 World Transform Revisited
5.2 View Transform
5.2.1 Camera Space
5.2.2 View Matrix for Space Change
5.3 Right-hand System versus Left-hand System
5.4 Projection Transform. 5.4.1 View Frustum5.4.2 Projection Matrix and Clip Space
5.4.3 Derivation of Projection Matrix
6 OpenGL ES and Shader
6.1 OpenGL ES and Shading Language
6.2 Vertex Shader
6.3 OpenGL ES for Shaders
6.4 Attributes and Uniforms
6.4.1 Attributes and Bu er Objects
6.4.2 Uniforms
6.5 Drawcalls
7 Rasterizer
7.1 Clipping
7.2 Perspective Division
7.3 Back-face Culling
7.3.1 Concept
7.3.2 Implementation
7.4 Viewport Transform
7.5 Scan Conversion
8 Image Texturing
8.1 Texture Coordinates
8.2 Surface Parameterization
8.3 Texture De nition in GL
8.4 Texture Wrapping. 8.5 Texture Filtering8.5.1 Magni cation
8.5.2 Mini cation
8.6 Mipmapping
8.6.1 Mipmap Construction
8.6.2 Mipmap Filtering
8.7 Texture Filtering in GL
8.8 Mipmappig Examples in GL
8.9 Fragment Shader for Texturing
9 Lighting
9.1 Phong Lighting Model
9.1.1 Di use Re ection
9.1.2 Specular Re ection
9.1.3 Ambient Re ection
9.1.4 Emissive Light
9.2 Shaders for Phong Lighting
10 Output Merger
10.1 Z-bu ering
10.2 Alpha Blending
Part II Advanced Topics
11 Euler Transforms and Quaternions
11.1 Euler Transforms
11.1.1 World-space Euler Transforms. 11.1.2 Object-space Euler Transforms11.2 Euler Transforms for Keyframe Animation
11.2.1 2D Keyframe Animation
11.2.2 3D Keyframe Animation
11.2.3 Interpolation of Euler Angles
11.3 Quaternions
11.3.1 Quaternion Representation
11.3.2 Rotations Using Quaternions
11.3.3 Interpolation of Quaternions
11.3.4 Conversion between Quaternion and Rotation Matrix
12 Screen-space Object Manipulation
12.1 Picking an Object
12.1.1 Screen-space Ray
12.1.2 Camera-space Ray
12.1.3 Object-space Ray
12.1.4 Intersection between Ray and Bounding Volume
12.1.5 Intersection between Ray and Triangle.

✦ Subjects


OpenGL;Gaming;Gaming & Animation;Computer Graphics & Visualization;SCI-TECHnetBASE;COMPUTERSCIENCEnetBASE;INFORMATIONSCIENCEnetBASE;STMnetBASE;Computer graphics;COMPUTERS / General


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