Table of Contents
Preface xxi
CHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1
1.1 Applications of Computer Graphics 2
1.1.1 Display of Information 2
1.1.2 Design 3
1.1.3 Simulation and Animation 3
1.1.4 User Interfaces 4
1.2 A Graphics System 5
1.2.1 Pixels and the Frame Buffer 5
1.2.2 The CPU and the GPU 6
1.2.3 Output Devices 7
1.2.4 Input Devices 9
1.2.5 Physical Input Devices 10
1.2.6 Logical Devices 12
1.2.7 Input Modes 13
1.3 Images: Physical and Synthetic 15
1.3.1 Objects and Viewers 15
1.3.2 Light and Images 16
1.3.3 Imaging Models 18
1.4 Imaging Systems 20
1.4.1 The Pinhole Camera 20
1.4.2 The Human Visual System 22
1.5 The Synthetic-Camera Model 23
1.6 The Programmer’s Interface 25
1.6.1 The Pen-Plotter Model 27
1.6.2 Three-Dimensional APIs 28
1.6.3 A Sequence of Images 31
1.6.4 The Modeling—Rendering Paradigm 32
1.7 Graphics Architectures 33
1.7.1 Display Processors 34
1.7.2 Pipeline Architectures 34
1.7.3 The Graphics Pipeline 35
1.7.4 Vertex Processing 36
1.7.5 Clipping and Primitive Assembly 36
1.7.6 Rasterization 37
1.7.7 Fragment Processing 37
1.8 Programmable Pipelines 37
1.9 Performance Characteristics 38
Summary and Notes 39
Suggested Readings 40
Exercises 41
CHAPTER 2 GRAPHICS PROGRAMMING 43
2.1 The Sierpinski Gasket 43
2.2 Programming Two-Dimensional Applications 46
2.3 The OpenGL Application Programming Interface 50
2.3.1 Graphics Functions 51