Applications of computer graphics; A graphics system;Images: Physical and synthetic; Imaging Systems; The synthetic cameramodel; The programmer’s interface; Graphics architectures; ProgrammablePipelines; Performance CharacteristicsGraphics Programming: The Sierpinski gasket; Programming Two DimensionalApplications.
The OpenGL API; Primitives and attributes; Color; Viewing;Control functions; The Gasket program; Polygons and recursion; The threedimensionalgasket; Plotting Implicit Functions
Interaction; Input devices; Clients and Servers; DisplayLists; Display Lists and Modeling; Programming Event Driven Input; Menus;Picking; A simple CAD program; Building Interactive Models; AnimatingInteractive Programs; Design of Interactive Programs; Logic Operations
Scalars, Points, and Vectors;Three-dimensional Primitives; Coordinate Systems and Frames; Modeling aColored Cube; Affine Transformations; Rotation, Translation and Scaling;
Geometric Objects and Transformations; Transformation in Homogeneous Coordinates; Concatenationof Transformations; OpenGL Transformation Matrices; Interfaces to threedimensionalapplications; Quaternion’s.
Classical and computer viewing; Viewing with a Computer;Positioning of the camera; Simple projections; Projections in OpenGL; Hiddensurface removal; Interactive Mesh Displays; Parallel-projection matrices;Perspective-projection matrices; Projections and Shadows.
Light and Matter; Light Sources; The Phong Lightingmodel; Computation of vectors; Polygonal Shading; Approximation of a sphereby recursive subdivisions; Light sources in OpenGL; Specification of materialsin OpenGL; Shading of the sphere model; Global Illumination.
Basic Implementation Strategies; Four major tasks; Clipping;Line-segment clipping; Polygon clipping; Clipping of other primitives;Clipping in three dimensions; Rasterization; Bresenham’s algorithm; PolygonRasterization; Hidden-surface removal; Antialiasing; Display considerations.