Advanced Graphics Programming Using OpenGL (The Morgan by Tom McReynolds

By Tom McReynolds

This day actually helpful and interactive pix can be found on reasonable desktops. whereas development has been extraordinary, frequent earnings in software program services have come extra slowly. information regarding complex techniques―beyond these discovered in introductory special effects texts―is now not as effortless to return by way of as low-cost undefined.

This e-book brings the pics programmer past the fundamentals and introduces them to complicated wisdom that's demanding to acquire open air of a thorough CG paintings atmosphere. The booklet is ready images techniques―those that don’t require esoteric or customized portraits libraries―that are written in a accomplished sort and do worthy issues. It covers images that aren't coated good on your previous pics textbook. however it additionally is going extra, instructing you ways to use these recommendations in genuine global functions, filling genuine international needs.

  • Emphasizes the algorithmic part of special effects, with a pragmatic software concentration, and gives usable recommendations for actual global difficulties.
  • Serves as an advent to the options which are demanding to procure open air of a thorough special effects paintings atmosphere.
  • Sophisticated and novel programming options are applied in C utilizing the OpenGL library, together with insurance of colour and lights; texture mapping; mixing and compositing; antialiasing; photo processing; lighting tricks; typical phenomena; creative and non-photorealistic recommendations, and so forth.

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Additional info for Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)

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10 Summary This chapter only provides an overview of vertex, normal, and texture coordinate transformations and related OpenGL functionality. There are a number of texts that go into these topics in significantly more depth. Beyond the classic computer graphics texts such as that by Foley et al. (1990), there a number of more specialized texts that focus on transformation topics, as well as many excellent linear algebra texts. 3 CHAPTER ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Color, Shading, and Lighting In this chapter we cover the basics of color representation, lighting models, and shading objects.

Models must be created for every object in a scene; they should accurately capture the geometric shape and appearance of the object. Some or all of this task commonly occurs when the application is being developed, by creating and storing model descriptions as part of the application’s data. The second task, rendering, takes models as input and generates pixel values for the final image. OpenGL is principally concerned with object rendering; it does not provide explicit support for creating object models.

A hard edge is created by generating separate normals for each side of the edge. Models commonly have a mixture of both hard and soft edges, and a single edge may transition from hard to soft. The remaining normals common to soft edges should not be split to ensure that those soft edges retain their smoothness. 8 shows an example of a mesh with two hard edges in it. The three vertices making up these hard edges, v2 , v3 , and v4 , need to be split using two separate normals. In the case of vertex v4 , one normal would be applied to poly02 and poly03 while a different normal would apply to poly12 and poly13.

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