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Pearson eText for Interactive Computer Graphics -- Access Card

Pearson eText for Interactive Computer Graphics -- Access Card

          
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About the Book

A top-down, programming-oriented approach to introductory computer graphics. Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smartphone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in creating Interactive Computer Graphics -- the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasizes application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics, while the application programming interface (API) makes it easier to teach key graphics topics, including three-dimensional transformations, lighting and shading, client–server graphics, modeling, and implementation algorithms. The new edition uses WebGL and JavaScript for all the examples. With the 8th Edition, and for the first time, Interactive Computer Graphics moves into the world of interactive electronic textbooks, enabling students to experiment and view code and examples while reading. For courses in computer science and engineering. Pearson eText is an easy-to-use digital textbook that you can purchase on your own or instructors can assign for their course. The mobile app lets you keep on learning, no matter where your day takes you -- even offline. You can also add highlights, bookmarks, and notes in your Pearson eText to study how you like. NOTE: This ISBN is for the Pearson eText access card. Pearson eText is a fully digital delivery of Pearson content. Before purchasing, check that you have the correct ISBN. To register for and use Pearson eText, you may also need a course invite link, which your instructor will provide. Follow the instructions provided on the access card to learn more.

Table of Contents:
1. GRAPHICS SYSTEMS AND MODELS 1.1 Applications of Computer Graphics 1.1.1 Display of Information 1.1.2 Design 1.1.3 Simulation and Animation 1.1.4 User Interfaces 1.2 A Graphics System 1.2.1 Pixels and the Framebuffer 1.2.2 The CPU and the GPU 1.2.3 Output Devices 1.2.4 Input Devices 1.3 Images: Physical and Synthetic 1.3.1 Objects and Viewers 1.3.2 Light and Images 1.3.3 Imaging Models 1.4 Imaging Systems 1.4.1 The Pinhole Camera 1.4.2 The Human Visual System 1.5 The Synthetic-Camera Model 1.6 The Programmer's Interface 1.6.1 The Pen-Plotter Model 1.6.2 Three-Dimensional APIs 1.6.3 A Sequence of Images 1.6.4 The Modeling -- Rendering Paradigm 1.7 Graphics Architectures 1.7.1 Display Processors 1.7.2 Pipeline Architectures 1.7.3 The Graphics Pipeline 1.7.4 Vertex Processing 1.7.5 Clipping and Primitive Assembly 1.7.6 Rasterization 1.7.7 Fragment Processing 1.8 Programmable Pipelines 1.9 Performance Characteristics 1.10 OpenGL Versions and WebGL Summary and Notes Suggested Readings Exercises 2. GRAPHICS PROGRAMMING 2.1 The Sierpinski Gasket 2.2 Programming Two-Dimensional Applications 2.3 The WebGL Application Programming Interface 2.3.1 Graphics Functions 2.3.2 The Graphics Pipeline and State Machines 2.3.3 OpenGL and WebGL 2.3.4 The WebGL Interface 2.3.5 Coordinate Systems 2.4 Primitives and Attributes 2.4.1 Polygon Basics 2.4.2 Polygons in WebGL 2.4.3 Triangulation 2.4.4 Text 2.4.5 Vertex Attributes 2.5 Color 2.5.1 RGB Color 2.5.2 Color Tables 2.5.3 Setting of Color Attributes 2.6 Viewing 2.6.1 The Orthographic View 2.6.2 Two-Dimensional Viewing 2.7 Control Functions 2.7.1 The HTML Canvas 2.7.2 Aspect Ratio and Viewports 2.7.3 Application Execution 2.8 The Gasket Program 2.8.1 Sending Data to the GPU 2.8.2 Rendering the Points 2.8.3 The Vertex Shader 2.8.4 The Fragment Shader 2.8.5 Combining the Parts 2.8.6 The initShaders Function 2.8.7 The init Function 2.8.8 Reading the Shaders from the Application 2.9 Polygons and Recursion 2.10 The Three-Dimensional Gasket 2.10.1 Use of Three-Dimensional Points 2.10.2 Use of Polygons in Three Dimensions 2.10.3 Hidden-Surface Removal Summary and Notes Code Examples Suggested Readings Exercises 3. INTERACTION AND ANIMATION 3.1 Animation 3.1.1 The Rotating Square 3.1.2 The Display Process 3.1.3 Double Buffering 3.1.4 Using a Timer 3.1.5 Using requestAnimationFrame 3.2 Interaction 3.3 Input Devices 3.4 Physical Input Devices 3.4.1 Keyboard Codes 3.4.2 The Mouse and the Trackball 3.4.3 Data Tablets,Touch Pads, and Touch Screens 3.4.4 Multidimensional Input Devices 3.4.5 Logical Devices 3.4.6 Input Modes 3.4.7 Clients and Servers 3.5 Programming Event-Driven Input 3.5.1 Events and Event Listeners 3.5.2 Adding a Button 3.5.3 Menus 3.5.4 Using Key Codes 3.5.5 Sliders 3.6 Position Input 3.7 Window Events 3.8 Gesture and Touch 3.9 Picking 3.10 Building Models Interactively 3.11 Design of Interactive Programs Summary and Notes Code Examples Suggested Readings Exercises 4. GEOMETRIC OBJECTS AND TRANSFORMATIONS 4.1 Scalars, Points, and Vectors 4.1.1 Geometric Objects 4.1.2 Coordinate-Free Geometry 4.1.3 The Mathematical View: Vector and Affine Spaces 4.1.4 The Computer Science View 4.1.5 Geometric ADTs 4.1.6 Lines 4.1.7 Affine Sums 4.1.8 Convexity 4.1.9 Dot and Cross Products 4.1.10 Planes 4.2 Three-Dimensional Primitives 4.3 Coordinate Systems and Frames 4.3.1 Representations and N-Tuples 4.3.2 Change of Coordinate Systems 4.3.3 Example: Change of Representation 4.3.4 Homogeneous Coordinates 4.3.5 Example: Change in Frames 4.3.6 Working with Representations 4.4 Frames in WebGL 4.5 Matrix and Vector Types 4.5.1 Row Versus Column Major Matrix Representations 4.6 Modeling a Colored Cube 4.6.1 Modeling the Faces 4.6.2 Inward- and Outward-Pointing Faces 4.6.3 Data Structures for Object Representation 4.6.4 The Colored Cube 4.6.5 Color Interpolation 4.6.6 Displaying the Cube 4.6.7 Drawing by Elements 4.6.8 Primitive Restart 4.7 Affine Transformations 4.8 Translation, Rotation, and Scaling 4.8.1 Translation 4.8.2 Rotation 4.8.3 Scaling 4.9 Transformations in Homogeneous Coordinates 4.9.1 Translation 4.9.2 Scaling 4.9.3 Rotation 4.9.4 Shear 4.10 Concatenation of Transformations 4.10.1 Rotation About a Fixed Point 4.10.2 General Rotation 4.10.3 The Instance Transformation 4.10.4 Rotation About an Arbitrary Axis 4.11 Transformation Matrices in WebGL 4.11.1 Current Transformation Matrices 4.11.2 Basic Matrix Functions 4.11.3 Rotation, Translation, and Scaling 4.11.4 Rotation About a Fixed Point 4.11.5 Order of Transformations 4.12 Spinning of the Cube 4.12.1 Uniform Matrices 4.13 Smooth Rotations 4.13.1 Incremental Rotation 4.14 Quaternions 4.14.1 Complex Numbers and Quaternions 4.14.2 Quaternions and Rotation 4.14.3 Quaternions and Gimbal Lock 4.15 Interfaces to Three-Dimensional Applications 4.15.1 Using Areas of the Screen 4.15.2 A Virtual Trackball 4.15.3 Implementing the Trackball with Quaternions Summary and Notes Code Examples Suggested Readings Exercises 5. VIEWING 5.1 Classical and Computer Viewing 5.1.1 Classical Viewing 5.1.2 Orthographic Projections 5.1.3 Axonometric Projections 5.1.4 Oblique Projections 5.1.5 Perspective Viewing 5.2 Viewing with a Computer 5.3 Positioning of the Camera 5.3.1 From the Object Frame to the Camera Frame 5.3.2 Two Viewing APIs 5.3.3 The Look-At Function 5.4 Parallel Projections 5.4.1 Orthogonal Projections 5.4.2 Parallel Viewing with WebGL 5.4.3 Projection Normalization 5.4.4 Orthogonal Projection Matrices 5.4.5 Oblique Projections 5.4.6 An Interactive Viewer 5.5 Perspective Projections 5.5.1 Simple Perspective Projections 5.6 Perspective Projections with WebGL 5.6.1 Perspective Functions 5.7 Perspective Projection Matrices 5.7.1 Perspective Normalization 5.7.2 WebGL Perspective Transformations 5.7.3 Perspective Example 5.8 Hidden-Surface Removal 5.8.1 Culling 5.9 Displaying Meshes 5.9.1 Displaying Meshes as Surfaces 5.9.2 Polygon Offset 5.9.3 Walking Through a Scene 5.10 Projections and Shadows 5.10.1 Projected Shadows 5.11 Shadow Maps Summary and Notes Code Examples Suggested Readings Exercises 6. LIGHTING AND SHADING 6.1 Light and Matter 6.2 Light Sources 6.2.1 Color Sources 6.2.2 Ambient Light 6.2.3 Point Sources 6.2.4 Spotlights 6.2.5 Distant Light Sources 6.3 The Phong Lighting Model 6.3.1 Ambient Reflection 6.3.2 Diffuse Reflection 6.3.3 Specular Reflection 6.3.4 The Modified Phong Model 6.4 Computation of Vectors 6.4.1 Normal Vectors 6.4.2 Angle of Reflection 6.5 Polygonal Shading 6.5.1 Flat Shading 6.5.2 Smooth and Gouraud Shading 6.5.3 Phong Shading 6.6 Approximation of a Sphere by Recursive Subdivision 6.7 Specifying Lighting Parameters 6.7.1 Light Sources 6.7.2 Materials 6.8 Implementing a Lighting Model 6.8.1 Applying the Lighting Model in the Application 6.8.2 Efficiency 6.8.3 Lighting in the Vertex Shader 6.9 Shading of the Sphere Model 6.10 Per-Fragment Lighting 6.11 Nonphotorealistic Shading 6.12 Global Illumination Summary and Notes Code Examples Suggested Readings Exercises 7. TEXTURE MAPPING 7.1 Buffers 7.2 Digital Images 7.3 Mapping Methods 7.4 Two-Dimensional Texture Mapping 7.5 Texture Mapping in WebGL 7.5.1 Texture Objects 7.5.2 The Texture Image Array 7.5.3 Texture Coordinates and Samplers 7.5.4 Texture Sampling 7.5.5 Working with Texture Coordinates 7.5.6 3D Texture Mapping 7.5.7 Multitexturing 7.6 Environment Maps 7.7 Reflection Map Example 7.8 Bump Mapping 7.8.1 Finding Bump Maps 7.8.2 Bump Map Example Summary and Notes Code Examples Suggested Readings Exercises 8. WORKING WITH FRAMEBUFFERS 8.1 Blending Techniques 8.1.1 Opacity and Blending 8.1.2 Image Blending 8.1.3 Blending in WebGL 8.1.4 Antialiasing Revisited 8.1.5 Back-to-Front and Front-to-Back Rendering 8.1.6 Scene Antialiasing and Multisampling 8.2 Image Processing 8.2.1 Other Multipass Methods 8.3 GPGPU 8.4 Framebuffer Objects 8.5 Multi-pass Rendering Techniques 8.5.1 Ambient Occlusion 8.5.2 Deferred Lighting 8.6 Buffer Ping-Ponging 8.7 Picking 8.8 Shadow Maps 8.9 Projective Textures Summary and Notes Code Examples Suggested Readings Exercises 9. MODELING AND HIERARCHY 9.1 Geometries and Instances 9.2 Hierarchical Models 9.3 A Robot Arm 9.4 Trees and Traversal 9.4.1 A Stack-Based Traversal 9.5 Use of Tree Data Structures 9.6 Animation 9.7 Graphical Objects 9.7.1 Methods, Attributes, and Messages 9.7.2 A Cube Object 9.7.3 Instancing in WebGL 9.7.4 Objects and Hierarchy 9.7.5 Geometric and Nongeometric Objects 9.8 Scene Graphs 9.9 Implementing Scene Graphs 9.9.1 three.js Examples 9.10 Other Tree Structures 9.10.1 CSG Trees 9.10.2 BSP Trees 9.10.3 Quadtrees and Octrees Summary and Notes Code Examples Suggested Readings Exercises 10. PROCEDURAL METHODS 10.1 Algorithmic Models 10.2 Physically Based Models and Particle Systems 10.3 Newtonian Particles 10.3.1 Independent Particles 10.3.2 Spring Forces 10.3.3 Attractive and Repulsive Forces 10.4 Solving Particle Systems 10.5 Constraints 10.5.1 Collisions 10.5.2 Soft Constraints 10.6 A Simple Particle System 10.6.1 Displaying the Particles 10.6.2 Updating Particle Positions 10.6.3 Collisions 10.6.4 Forces 10.6.5 Flocking 10.7 Agent-Based Models 10.8 Using Point Sprites 10.9 Language-Based Models 10.10 Recursive Methods and Fractals 10.10.1 Rulers and Length 10.10.2 Fractal Dimension 10.10.3 Midpoint Division and Brownian Motion 10.10.4 Fractal Mountains 10.10.5 The Mandelbrot Set 10.10.6 Mandelbrot Fragment Shader 10.11 Procedural Noise Summary and Notes Code Examples Suggested Readings Exercises 11. CURVES AND SURFACES 11.1 Representation of Curves and Surfaces 11.1.1 Explicit Representation 11.1.2 Implicit Representations 11.1.3 Parametric Form 11.1.4 Parametric Polynomial Curves 11.1.5 Parametric Polynomial Surfaces 11.2 Design Criteria 11.3 Parametric Cubic Polynomial Curves 11.4 Interpolation 11.4.1 Blending Functions 11.4.2 The Cubic Interpolating Patch 11.5 Hermite Curves and Surfaces 11.5.1 The Hermite Form 11.5.2 Geometric and Parametric Continuity 11.6 Be´ zier Curves and Surfaces 11.6.1 Be´ zier Curves 11.6.2 Be´ zier Surface Patches 11.7 Cubic B-Splines 11.7.1 The Cubic B-Spline Curve 11.7.2 B-Splines and Basis 11.7.3 Spline Surfaces 11.8 General B-Splines 11.8.1 Recursively Defined B-Splines 11.8.2 Uniform Splines 11.8.3 Nonuniform B-Splines 11.8.4 NURBS 11.8.5 Catmull-Rom Splines 11.9 Rendering Curves and Surfaces 11.9.1 Polynomial Evaluation Methods 11.9.2 Recursive Subdivision of Be´ zier Polynomials 11.9.3 Rendering Other Polynomial Curves by Subdivision 11.9.4 Subdivision of Be´ zier Surfaces 11.10 The Utah Teapot 11.11 Algebraic Surfaces 11.11.1 Quadrics 11.11.2 Rendering of Surfaces by Ray Casting 11.12 Subdivision Curves and Surfaces 11.12.1 Mesh Subdivision 11.13 Mesh Generation from Data 11.13.1 Height Fields Revisited 11.13.2 Delaunay Triangulation 11.13.3 Point Clouds 11.14 Graphics API support for Curves and Surfaces 11.14.1 Tessellation Shading 11.14.2 Geometry Shading Summary and Notes Code Examples Suggested Readings Exercises 12. FROM GEOMETRY TO PIXELS 12.1 Basic Rendering Strategies 12.2 Rendering Pipeline 12.2.1 Modeling 12.2.2 Geometry Processing 12.2.3 Rasterization 12.2.4 Fragment Processing 12.3 Clipping 12.3.1 Clipping 12.3.2 Bounding Boxes and Volumes 12.3.3 Clipping Against Planes 12.4 Rasterization 12.5 Polygon Rasterization 12.5.1 Inside -- Outside Testing 12.5.2 WebGL and Concave Polygons 12.6 Hidden-Surface Removal 12.6.1 Object-Space and Image-Space Approaches 12.6.2 Sorting and Hidden-Surface Removal 12.6.3 Scan Line Algorithms 12.6.4 Back-Face Removal 12.6.5 The z-Buffer Algorithm 12.6.6 Depth Sort and the Painter's Algorithm 12.7 Hardware Implementations 12.8 Antialiasing 12.9 Display Considerations 12.9.1 Color Systems 12.9.2 The Color Matrix 12.9.3 Gamma Correction 12.9.4 Dithering and Halftoning Summary and Notes Suggested Readings Exercises 13. ADVANCED RENDERING 13.1 Going Beyond Pipeline Rendering 13.2 Ray Tracing 13.3 Building a Simple Ray Tracer 13.3.1 Recursive Ray Tracing 13.3.2 Calculating Intersections 13.3.3 Ray-Tracing Variations 13.4 The Rendering Equation 13.5 Global Illumination and Path Tracing 13.6 RenderMan 13.7 Parallel Rendering 13.7.1 Sort-Middle Rendering 13.7.2 Sort-Last Rendering 13.7.3 Sort-First Rendering 13.8 Implicit Functions and Contour Maps 13.8.1 Marching Squares 13.8.2 Marching Triangles 13.9 Volume Rendering 13.9.1 Volumetric Data Sets 13.9.2 Visualization of Implicit Functions 13.10 Isosurfaces and Marching Cubes 13.11 Marching Tetrahedra 13.12 Mesh Simplification 13.13 Direct Volume Rendering 13.13.1 Assignment of Color and Opacity 13.13.2 Splatting 13.13.3 Volume Ray Tracing 13.13.4 Texture Mapping of Volumes 13.14 Image-Based Rendering 13.14.1 Distance from Stereo Pairs 13.14.2 The Fundamental Matrix 13.15 Virtual, Augmented, and Mixed Reality 13.16 A Final Example Summary and Notes Suggested Readings Exercises APPENDIX A: INITIALIZING SHADERS A.1 Shaders in the HTML file A.2 Reading Shaders from Source Files APPENDIX B: SPACES B.1 Scalars B.2 Vector Spaces B.3 Affine Spaces B.4 Euclidean Spaces B.5 Projections B.6 Gram-Schmidt Orthogonalization Suggested Readings Exercises APPENDIX C: MATRICES C.1 Definitions C.2 Matrix Operations C.3 Row and Column Matrices C.4 Rank C.5 Change of Representation C.6 The Cross Product C.7 Eigenvalues and Eigenvectors C.8 Vector and Matrix Objects Suggested Readings Exercises APPENDIX D: SAMPLING AND ALIASING D.1 Sampling Theory D.2 Reconstruction D.3 Quantization


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Product Details
  • ISBN-13: 9780135258262
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Height: 246 mm
  • No of Pages: 784
  • Spine Width: 13 mm
  • Width: 183 mm
  • ISBN-10: 013525826X
  • Publisher Date: 16 May 2019
  • Binding: LB
  • Language: English
  • Returnable: N
  • Weight: 340 gr


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