Interactive Computer Graphics

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1 Interactive Computer Graphics A Top-Down Approach Using OpenGL FIFTH EDITION EDWARD ANGEL UNIVERSITY OF NEW MEXICO PEARSON Addison Wesley Boston San Francisco New York London Toronto Sydney Tokyo Singapore Madrid Mexico City Munich Paris Cape Töwn Hong Kong Montreal

2 Preface xxv CHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1.1 Applications of Computer Graphics Display of Information Design Simulation and Animation User Interfaces A Graphics System Pixels and the Frame Buffer Output Devices Input Devices Images: Physical and Synthetic Objects and Viewers Light and Images Image Formation Models Imaging Systems The Pinhole Camera The Human Visual System The Synthetic-Camera Model 1.6 The Programmer's Interface The Pen-Plotter Model Three-Dimensional APIs A Sequence of Images The Modeling-Rendering Paradigm Graphics Architectures Display Processors Pipeline Architectures The Graphics Pipeline Vertex Processing 32

3 viii Contents Clipping and Primitive Assembly Rasterization Fragment Processing Programmable Pipelines Performance Characteristics 34 Summary and Notes 35 Suggested Readings 36 Exercises 36 CHAPTER2 GRAPHICS PROGRAMMING The Sierpinski Gasket Programming Two-Dimensional Applications Coordinate Systems The OpenGL API Graphics Functions The Graphics Pipeline and State Machines The OpenGL Interface Primitives and Attributes Polygon Basics Polygon Types in OpenGL Approximating a Sphere Text Curved Objects Attributes Color RGB Color Indexed Color Setting of Color Attributes Viewing The Orthographie View Two-Dimensional Viewing Matrix Modes Control Functions Interaction with the Window System Aspect Ratio and Viewports The main, display, and myinit Functions Program Structure The Gasket Program Polygons and Recursion 77

4 Contents 2.10 The Three-Dimensional Gasket Use of Three-Dimensional Points Use of Polygons in Three Dimensions Hidden-Surface Removal Plotting Implicit Functions Marching Squares 86 Summary and Notes 92 Suggested Readings 94 Exercises 94 CHAPTF.R3 INPUT AND INTERACTION Interaction Input Devices Physical Input Devices Logical Devices Input Modes Clients and Servers Display Lists Definition and Execution of Display Lists Text and Display Lists Fonts in GLUT Display Lists and Modeling Programming Event-Driven Input Using the Pointing Device Window Events Keyboard Events The Display and Idle Callbacks Window Management Menüs Picking Picking and Selection Mode A Simple CAD Program Building Interactive Models Animating Interactive Programs The Rotating Square Double Buffering Using a Timer Design of Interactive Programs Toolkits, Widgets, and the Frame Buffer 148

5 Contents Logic Operations Drawing Erasable Lines 150 XORandColor 153 Cursors and Overlay Planes 153 Summary and Notes 154 Suggested Readings 155 Exercises CHAPTER 4. GEOMETRIC OBJECTS AND TRANSFORMATIONS Sealars, Points, and Vectors Geometrie Objects 160 Coordinate-Free Geometry 161 The Mathematical View: Vector and Affine Spaces 162 The Computer Science View 163 Geometrie ADTs 163 Lines 165 Affine Sums 165 Convexity 166 Dot and Cross Products 166 Planes 167 Three-Dimensional Primitives Coordinate Systems and Frames Representations and N-Tuples 172 Change of Coordinate Systems 172 Example Change of Representation 175 Homogeneous Coordinates 176 Example Change in Frames 179 Working with Representations 181 Frames in OpenGL Modeling a Colored Cube Modeling the Faces 188 Inward- and Outward-Pointing Faces 189 Data Structures for Object Representation 189 The Color Cube 190 Bilinear Interpolation 191 Vertex Arrays 192 Affine Transformations Translation, Rotation, and Scaling Translation 198 Rotation

6 4.7.3 Scaling Transformations in Homogeneous Coordinates Translation Scaling Rotation Shear Concatenation of Transformations Rotation About a Fixed Point General Rotation The Instance Transformation Rotation About an Arbitrary Axis OpenGL Transformation Matrices The Current Transformation Matrix Rotation, Translation, and Scaling Rotation About a Fixed Point in OpenGL Order of Transformations Spinning of the Cube Loading, Pushing, and Popping Matrices Interfaces to Three-Dimensional Applications Using Areas of the Screen A Virtual Trackball Smooth Rotations Incremental Rotation Quaternions Complex Numbers and Quaternions Quaternions and Rotation 228 Summary and Notes 230 Suggested Readings 231 Exercises VIEWING Classical and Computer Viewing Classical Viewing Orthographie Projections Axonometrie Projections Oblique Projections Perspective Viewing Viewing with a Computer 242

7 xii Contents 5.3 Positioning of the Camera Positioning of the Camera Frame Two Viewing APIs The Look-At Function Other Viewing APIs Simple Projections Perspective Projections Orthogonal Projections Projections in OpenGL Perspective in OpenGL Parallel Viewing in OpenGL Hidden-Surface Removal Culling Interactive Mesh Displays Meshes Walking Through a Scene Polygon Offset Parallel-Projection Matrices Projection Normalization Orthogonal-Projection Matrices Oblique Projections Perspective-Projection Matrices Perspective Normalization OpenGL Perspective Transformations Projections and Shadows 281 Summary and Notes 284 Suggested Readings 285 Exercises 285 CHAPTER6 LIGHTING AND SHADING Light and Matter Light Sources Color Sources Ambient Light Point Sources Spotlights Distant Light Sources The Phong Lighting Model Ambient Reflection 300

8 Contents xiii Diffuse Reflection Specular Reflection The Modified Phong Model Computation of Vectors Normal Vectors Angle of Reflection Polygonal Shading Fiat Shading Smooth and Gouraud Shading Phong Shading Approximation of a Sphere by Recursive Subdivision Light Sources in OpenGL Specification of Materials in OpenGL Shading of the Sphere Model Global Illumination 323 Summary and Notes 325 Suggested Readings 326 Exercises 326 CHAPTER 7 FROM VERTICES TO FRAGMENTS Basic Implementation Strategies Four Major Tasks Modeling Geometry Processing Rasterization Fragment Processing Clipping Line-Segment Clipping Cohen-Sutherland Clipping Liang-Barsky Clipping Polygon Clipping Clipping of Other Primitives Bounding Boxes and Volumes Curves, Surfaces, and Text Clipping in the Frame Buffer Clipping in Three Dimensions Rasterization Bresenham's Algorithm 352

9 xiv Contents 7.10 Polygon Rasterization Inside-Outside Testing OpenGL and Concave Polygons Fill and Sort Flood Fill Singularities Hidden-Surface Removal Object-Space and Image-Space Approaches Sorting and Hidden-Surface Removal ScanLine Algorithms Back-Face Removal The z-buffer Algorithm Scan Conversion with the z-buffer Depth Sort and the Painter's Algorithm Antialiasing Display Considerations Color Systems The Color Matrix Gamma Correction Dithering and Halftoning 376 Summary and Notes 377 Suggested Readings 379 Exercises DISCRETE TECHNIQUES Buffers Digital Images Writing into Buffers Writing Modes Writes with XOR Bit and Pixel Operations in OpenGL OpenGL Buffers and the Pixel Pipeline Bitmaps Raster Fonts Pixels and Images Lookup Tables Examples Displaying a Color Gamut Testing Algorithms Buffers for Picking 401

10 8.6 Mapping Methods Texture Mapping Two-Dimensional Texture Mapping Texture Mapping in OpenGL Two-Dimensional Texture Mapping Texture Sampling Working with Texture Coordinates Texture Objects Multitexturing Texture Generation Environment Maps Compositing Techniques Opacity and Blending Image Compositing Blending and Compositing in OpenGL Antialiasing Revisited Back-to-Front and Front-to-Back Rendering Depth Cueing and Fog Multirendering and the Accumulation Buffer Scene Antialiasing Bump Mapping and Embossing Image Processing Imaging Extensions Other Multipass Methods Sampling and Aliasing Sampling Theory Reconstruction Quantization 446 Summary and Notes 447 Suggested Readings 448 Exercises 448 cnarr-:f<9 PROGRAMMABLE SHADERS Programmable Pipelines Shading Languages ShadeTrees Extending OpenGL OpenGL Versions and Extensions GLSL and Cg 456

11 XVI Contents The OpenGL Shading Language Vertex Shaders 457 Fragment Shaders 459 The OpenGL Shading Language GLSL Execution 461 Data Types and Qualifiers 461 Operators and Functions 464 Linking Shaders with OpenGL Programs Moving Vertices Scaling Vertex Positions 470 Morphing 472 Particle Systems 474 Vertex Lighting with Shaders Phong Lighting 475 Nonphotorealistic Shading 478 Fragment Shaders Per-Vertex Versus Per-Fragment Lighting Samplers Cube Maps Reflection Maps 486 Refraction 487 Normalization Maps 490 Bump Mapping Finding Bump Maps 492 Examples 495 Summary and Notes 499 Suggested Readings 499 Exercises MODELING AMD rü=rarchy Symbols and Instances Hierarchical Models A Robot Arm Trees and Traversal A Stack-Based Traversal Use of Tree Data Structures Animation 517

12 Contents xvii 10.7 Graphical Objects Methods, Attributes, and Messages ACubeObject Implementing the Cube Object Objects and Hierarchy Geometrie Objects Scene Graphs A Simple Scene Graph API TheNodeClass Geometry Nodes Camera Class Lights and Materials Transformations The Robot Figure Implementing the Viewer Implementing a Node Open Scene Graph Graphics and the Internet Networks and Protocols Hypermedia and HTML Databases and VRML Java and Applets Other Tree Structures CSGTrees BSPTrees Quadtrees and Octrees 554 Summary and Notes 555 Suggested Readings 556 Exercises 556 : ipter 11 PROCEDURAL METHODS Algorithmic Models Physically-Based Models and Particle Systems Newtonian Particles Independent Particles Spring Forces Attractive and Repulsive Forces Solving Particle Systems 568

13 XVU1 Contents Constraints Collisions 571 Soft Constraints A Simple Partial System Displaying the Particles 574 Updating Particle Positions 575 Initialization 575 Collisions 576 Forces 577 Flocking Language-Based Models Recursive Methods and Fractals Rulers and Length 582 Fractal Dimension 583 Midpoint Division and Brownian Motion Fractal Mountains 585 The Mandelbrot Set Procedural Noise 590 Summary and Notes 594 Suggested Readings 594 Exercises 595 CHAP11:? 12 CURVES AND SUSPACES Representation of Curves and Surfaces Explicit Representation Implicit Representations Parametric Form Parametric Polynomial Curves Parametric Polynomial Surfaces Design Criteria Parametric Cubic Polynomial Curves Interpolation Blending Functions The Cubic Interpolating Patch Hermite Curves and Surfaces The Hermite Form Geometrie and Parametric Continuity Bezier Curves and Surfaces Bezier Curves 615

14 Contents xix Bezier Surface Patches Cubic B-Splines The Cubic B-Spline Curve B-Splines and Basis Spline Surfaces General B-Splines Recursively Defined B-Splines Uniform Splines Nonuniform B-Splines NURBS Catmull-Rom Splines Rendering Curves and Surfaces Polynomial Evaluation Methods Recursive Subdivision of Bezier Polynomials Rendering Other Polynomial Curves by Subdivision Subdivision of Bezier Surfaces The Utah Teapot Algebraic Surfaces Quadrics Rendering of Surfaces by Ray Casting Subdivision Curves and Surfaces Mesh Subdivision Curves and Surfaces in OpenGL Bezier Curves Bezier Surfaces Displaying the Teapot NURBS Functions Quadrics 648 Summary and Notes 649 Suggested Readings 650 Exercises CHARTER 13 ADVANCED RENDERING Going Beyond Pipeline Rendering 13.2 Ray Tracing 13.3 Building a Simple Ray Tracer Recursive Ray Tracing Calculating Intersections Ray-Tracing Variations

15 xx Contents 13.4 The Rendering Equation Radiosity The Radiosity Equation Solving the Radiosity Equation Computing Form Factors Carrying Out Radiosity RenderMan Parallel Rendering Sort-Middle Rendering Sort-Last Rendering Sort-First Rendering Image-Based Rendering A Simple Example 682 Summary and Notes 684 Suggested Readings 685 Exercises 686 APPENDIX A SAMPLE PROGRAMS 689 A.1 Sierpinski Gasket Program 690 A.2 Recursive Generation of Sierpinski Gasket 692 A.3 Recursive Three-Dimensional Sierpinski Gasket 693 A.4 Marching Squares 696 A.5 Polygon Modeling Program 701 A.6 Double-Buffering program 707 A.7 Selection-Mode Picking Program 710 A.8 Rotating-Cube Program 712 A.9 Rotating Cube Using Vertex Arrays 715 A.10 Rotating Cube with a Virtual Trackball 717 A.11 Moving Viewer 721 A.12 Sphere Program 724 A.13 Mandelbrot Set Program 727 A.14 Bresenham's Algorithm 730 A.15 Rotating Cube with Texture 733 A.16 GLSL Example 735 A.17 Scene Graph Program 741 A.18 Particle System Program 746 A.19 Program for Drawing Bezier Curves 751

16 Contents xxi APPENDIX B SPACES B.1 Sealars B.2 Vector Spaces B.3 Affine Spaces B.4 Euclidean Spaces B.5 Projections B.6 Gram-Schmidt Orthogonalization Suggested Readings 762 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 Suggested Readings 773 Exercises APPENDIX D SYNOPSIS OF OPENGL FUNCTIONS D.1 Specifying Simple Geometry D.2 Attributes D.3 Working with the Window System D.4 Interaction D.5 Enabling Features D.6 Transformations D.7 Viewing D.8 Defining Discrete Primitives D.9 Display Lists D.10 Picking D.11 Lighting D.12 Texture Mapping D.13 State and Buffer Manipulation D.14 Vertex Arrays

17 xxii Contents D.15 Blending Functions 789 D.16 Query Functions 789 D.17 Curve and Surface Functions 790 D.18 GLUQuadrics 791 D.19 GLSL Functions 791 References 795 OpenGL Function Index 805 Subject Index 807

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