ABSTRACT

This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily. As each topic is introduced, students are guided in developing a software library that will support fast prototyping of moderately complex

chapter |6 pages

Introduction

chapter |4 pages

Introduction to Part I

chapter 1|24 pages

Event-Driven Programming

chapter 2|38 pages

Working with GUI APIs

chapter 3|18 pages

A Simple Graphics Program

chapter 4|16 pages

Working with Graphics APIs

chapter 5|38 pages

The Model-View-Controller Architecture

chapter 6|6 pages

Applying to Real-World Applications

chapter |2 pages

Introduction to Part II

chapter 7|36 pages

Attributes and Behaviors of Primitives

chapter 8|32 pages

Transformation Operators

chapter 9|32 pages

Combining Transformation Operators

chapter 10|36 pages

Coordinate Systems

chapter 11|44 pages

Hierarchical Modeling

chapter 12|28 pages

Making the Applications Interesting

chapter 3|2 pages

Section III. The Third Dimension

chapter |2 pages

Introduction to Part III

chapter 13|10 pages

A Simple 3D Application

chapter 14|30 pages

The Camera

chapter 15|38 pages

Working with the Camera

chapter 16|42 pages

Graphics Programming in 3D

chapter |48 pages

Back Matter