OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 - Softcover

OpenGL Architecture Review Board Et Al.; Woo, Mason; Neider, Jackie; Davis, Tom; Shreiner, Dave

 
9780201604580: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2

Inhaltsangabe

This book provides definitive information on OpenGL, a powerful software interface for graphics hardware that enables graphics programmers to produce high-quality color images of 3D objects. The authors' coverage ranges from basic functions of the latest OpenGL release to the sophisticated capabilities of the OpenGL Utility Library. The third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, and includes many code examples and sample color images. The Architecture Review Board (ARB) is an industry consortium responsible for guiding the evolution of OpenGL and related technologies, and is comprised of industry leaders such as Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.

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Über die Autorin bzw. den Autor

Dave Shreiner, a leading OpenGL consultant, was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades.



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OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images.

The OpenGL Programming Guide, Third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax shows how to use those functions to create interactive applications and realistic color images.

You will find clear explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.

This third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, including:

  • 3D texture mapping
  • Multitexturing
  • New pixel storage formats, including packed and reversed (BGRA) formats
  • Specular lighting after texturing
  • The OpenGL imaging subset
  • New GLU routines and functionality
Numerous code examples are provided to practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL.

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential.

The OpenGL Technical Library was originally developed by SGI and continues to evelove under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.

The OpenGL Programming Guide, Third Edition was written by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.

0201604582B04062001

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OpenGL(r) Programming Guide, Third Edition: The Official Guide to Learning OpenGL, Version 1.2 OpenGL Architecture Board, Mason Woo, Jackie Neider, Tom Davis and Dave Shreiner Preface The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want. What This Guide Contains This guide has 14 chapters. The first five chapters present basic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen. Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do. It also presents a simple OpenGL program and explains essential programming details you need to know for subsequent chapters. Chapter 2, "State Management and Drawing Geometric Objects," explains how to create a three-dimensional geometric description of an object that is eventually drawn on the screen. Chapter 3, "Viewing," describes how such three-dimensional models are transformed before being drawn on a two-dimensional screen. You can control these transformations to show a particular view of a model. Chapter 4, "Color," describes how to specify the color and shading method used to draw an object. Chapter 5, "Lighting," explains how to control the lighting conditions surrounding an object and how that object responds to light (that is, how it reflects or absorbs light). Lighting is an important topic, since objects usually don't look three-dimensional until they're lit. The remaining chapters explain how to optimize or add sophisticated features to your three-dimensional scene. You might choose not to take advantage of many of these features until you're more comfortable with OpenGL. Particularly advanced topics are noted in the text where they occur.

Chapter 6, "Blending, Antialiasing, Fog, and Polygon Offset," describes techniques essential to creating a realistic scene--alpha blending (to create transparent objects), antialiasing (to eliminate jagged edges), atmospheric effects (to simulate fog or smog), and polygon offset (to remove visual artifacts when highlighting the edges of filled polygons). Chapter 7, "Display Lists," discusses how to store a series of OpenGL commands for execution at a later time. You'll want to use this feature to increase the performance of your OpenGL program. Chapter 8, "Drawing Pixels, Bitmaps, Fonts, and Images," discusses how to work with sets of two-dimensional data as bitmaps or images. One typical use for bitmaps is describing characters in fonts. Chapter 9, "Texture Mapping," explains how to map one- and two-dimensional images called textures onto three-dimensional objects. Many marvelous effects can be achieved through texture mapping. Chapter 10, "The Framebuffer," describes all the possible buffers that can exist in an OpenGL implementation and how you can control them. You can use the buffers for such effects as hidden-surface elimination, stenciling, masking, motion blur, and depth-of-field focusing. Chapter 11, "Tessellators and Quadrics," shows how to use the tessellation and quadrics routines in the GLU (OpenGL Utility Library). Chapter 12, "Evaluators and NURBS," gives an introduction to advanced techniques for efficient generation of curves or surfaces. Chapter 13, "Selection and Feedback," explains how you can use OpenGL's selection mechanism to select an object on the screen. Additionally, the chapter also explains the feedback mechanism, which allows you to collect the drawing information OpenGL produces rather than having it be used to draw on the screen. Chapter 14, "Now That You Know," describes how to use OpenGL in several clever and unexpected ways to produce interesting results. These techniques are drawn from years of experience with both OpenGL and the technological precursor to OpenGL, the Silicon Graphics IRIS Graphics Library. In addition, there are several appendices that you will likely find useful. Appendix A, "Order of Operations," gives a technical overview of the operations OpenGL performs, briefly describing them in the order in which they occur as an application executes. Appendix B, "State Variables," lists the state variables that OpenGL maintains and describes how to obtain their values. Appendix C, "OpenGL and Window Systems," briefly describes the routines available in window-system-specific libraries, which are extended to support OpenGL rendering. Window system interfaces to the X Window System, Apple MacIntosh, IBM OS/2, and Microsoft Windows NT and Windows 95 are discussed here. Appendix D, "Basics of GLUT: The OpenGL Utility Toolkit," discusses the library that handles window system operations. GLUT is portable and it makes code examples shorter and more comprehensible. Appendix E, "Calculating Normal Vectors," tells you how to calculate normal vectors for different types of geometric objects. Appendix F, "Homogeneous Coordinates and Transformation Matrices," explains some of the mathematics behind matrix transformations. Appendix G, "Programming Tips," lists some programming tips based on the intentions of the designers of OpenGL that you might find useful. Appendix H, "OpenGL Invariance," describes when and where an OpenGL implementation must generate the exact pixel values described in the OpenGL specification. Finally, an extensive Glossary defines the key terms used in this guide. What's New in This Edition The third edition of the OpenGL Programming Guide includes this new material: * Coverage of the following new core capabilities of OpenGL Version 1.2 have been added:

-New vertex array functionality -Rescaling vertex normals -New pixel formats (packed pixels and BGRA) -Texturing enhancements, including 3D textures, texture coordinate edge clamping, new level of detail control, and support for specular highlights to be applied after texturing * Descriptions of the following new optional capabilities of OpenGL Version 1.2 have been added -The OpenGL imaging subset, which is a set of advanced image processing operations -Multitexturing * Documentation of new routines in Version 1.3 of GLU (OpenGL Utility Library) * Introduction to additional functionality in Version 1.3 of GLX (OpenGL Extension to the X Window System) * Bug fixes for the 2nd edition What You Should Know Before Reading This Guide This guide assumes only that you know how to program in the C language and that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with computer-graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your learning experience with supplemental reading. Error! Hyperlink reference not valid. by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Reading, MA: Addison-Wesley, 1990)--This book is an encyclopedic treatment of the subject of computer graphics. It includes a wealth of information but is probably best read after you have some experience with the subject. 3D Computer Graphics: A User's Guide for Artists and Designers by Andrew S. Glassner (New York: Design Press, 1989)--This book is a nontechnical, gentle introduction to computer graphics. It focuses on the visual effects that can be achieved rather than on the techniques needed to achieve them. Another great place for all sorts of general information is the Official OpenGL Web Site. This Web site contains software, documentation, FAQs, and news. by the OpenGL Architecture Review Board...

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