Advanced Graphics Programming Using OpenGL (The Morgan - download pdf or read online

By Tom McReynolds

ISBN-10: 1423708075

ISBN-13: 9781423708070

ISBN-10: 1558606599

ISBN-13: 9781558606593

This present day really important and interactive pix can be found on reasonable pcs. whereas growth has been amazing, common profits in software program services have come extra slowly. information regarding complicated techniques―beyond these realized in introductory special effects texts―is no longer as effortless to come back by way of as reasonably cheap undefined.

This e-book brings the images programmer past the fundamentals and introduces them to complicated wisdom that's demanding to procure open air of a thorough CG paintings atmosphere. The ebook is ready portraits techniques―those that don’t require esoteric or customized pictures libraries―that are written in a accomplished kind and do necessary issues. It covers portraits that aren't lined good on your previous pix textbook. however it additionally is going additional, educating you ways to use these concepts in genuine international purposes, filling actual global needs.

  • Emphasizes the algorithmic part of special effects, with a pragmatic program concentration, and offers usable concepts for actual international difficulties.
  • Serves as an advent to the suggestions which are not easy to acquire open air of a thorough special effects paintings setting.
  • Sophisticated and novel programming options are applied in C utilizing the OpenGL library, together with insurance of colour and lighting fixtures; texture mapping; mixing and compositing; antialiasing; photograph processing; lighting tricks; typical phenomena; inventive and non-photorealistic thoughts, and so on.

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

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One way to do this is to find the geometric center of the object: compute the object’s bounding box, then compute its mid-point. Next, select a vertex that is the maximum distance from the center point and compute a (normalized) out vector from the center point to this vertex. One of the polygons using that vertex is chosen as the seed. Compute the normal of the seed polygon, then compute the dot product of the normal with the out vector. A positive result indicates that seed is oriented correctly.

The integral x and y coordinates correspond to the lower left corner of a corresponding pixel in the window; the z coordinate corresponds to the distance from the viewer into the screen. All z values are retained for visibility testing. Each z coordinate is scaled to fall within the range 0 (closest to the viewer) to 1 (farthest from the viewer), abstracting away the details of depth buffer resolution. The application can modify the z scale and bias so that z values fall within a subset of this range, or reverse the mapping between increasing z distance and increasing depth.

S E C T I O N 2 . 4 Texture Coordinate Generation and Transformation 25 is uniform, and the incoming normals started out with unit lengths, then they can be restored to unit length by enabling GL_RESCALE_NORMAL. This option instructs the OpenGL transformation pipeline to compute s and scale the transformed normal. This is opposed to GL_NORMALIZE, which has OpenGL compute the length of each transformed normal in order to normalize them to unit length. Normalize is more costly, but can handle incoming vectors that aren’t of length one.

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Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics) by Tom McReynolds


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