{"product_id":"interactive-computer-graphics-with-webgl-global-edition-9781292019345","title":"Interactive Computer Graphics with WebGL Global","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eCHAPTER 1 GRAPHICS SYSTEMS AND MODELS 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1.1 Applications of Computer Graphics 2\u003c\/p\u003e \u003cp\u003e1.1.1 Display of Information 2\u003c\/p\u003e \u003cp\u003e1.1.2 Design 3\u003c\/p\u003e \u003cp\u003e1.1.3 Simulation and Animation 3\u003c\/p\u003e \u003cp\u003e1.1.4 User Interfaces 4\u003c\/p\u003e \u003cp\u003e1.2 A Graphics System 5\u003c\/p\u003e \u003cp\u003e1.2.1 Pixels and the Framebuffer 5\u003c\/p\u003e \u003cp\u003e1.2.2 The CPU and the GPU 6\u003c\/p\u003e \u003cp\u003e1.2.3 Output Devices 7\u003c\/p\u003e \u003cp\u003e1.2.4 Input Devices 9\u003c\/p\u003e \u003cp\u003e1.3 Images: Physical and Synthetic 10\u003c\/p\u003e \u003cp\u003e1.3.1 Objects and Viewers 10\u003c\/p\u003e \u003cp\u003e1.3.2 Light and Images 12\u003c\/p\u003e \u003cp\u003e1.3.3 Imaging Models 13\u003c\/p\u003e \u003cp\u003e1.4 Imaging Systems 15\u003c\/p\u003e \u003cp\u003e1.4.1 The Pinhole Camera 15\u003c\/p\u003e \u003cp\u003e1.4.2 The Human Visual System 17\u003c\/p\u003e \u003cp\u003e1.5 The Synthetic-Camera Model 18\u003c\/p\u003e \u003cp\u003e1.6 The Programmer’s Interface 20\u003c\/p\u003e \u003cp\u003e1.6.1 The Pen-Plotter Model 21\u003c\/p\u003e \u003cp\u003e1.6.2 Three-Dimensional APIs 23\u003c\/p\u003e \u003cp\u003e1.6.3 A Sequence of Images 26\u003c\/p\u003e \u003cp\u003e1.6.4 The Modeling—Rendering Paradigm 27\u003c\/p\u003e \u003cp\u003e1.7 Graphics Architectures 28\u003c\/p\u003e \u003cp\u003e1.7.1 Display Processors 29\u003c\/p\u003e \u003cp\u003e1.7.2 Pipeline Architectures 29\u003c\/p\u003e \u003cp\u003e1.7.3 The Graphics Pipeline 30\u003c\/p\u003e \u003cp\u003e1.7.4 Vertex Processing 31\u003c\/p\u003e \u003cp\u003e1.7.5 Clipping and Primitive Assembly 31\u003c\/p\u003e \u003cp\u003e1.7.6 Rasterization 32\u003c\/p\u003e \u003cp\u003e1.7.7 Fragment Processing 32\u003c\/p\u003e \u003cp\u003e1.8 Programmable Pipelines 32\u003c\/p\u003e \u003cp\u003e1.9 Performance Characteristics 33\u003c\/p\u003e \u003cp\u003e1.10 OpenGL Versions and WebGL 34\u003c\/p\u003e \u003cp\u003eSummary and Notes 36\u003c\/p\u003e \u003cp\u003eSuggested Readings 36\u003c\/p\u003e \u003cp\u003eExercises 37\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 2 GRAPHICS PROGRAMMING 39\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e2.1 The Sierpinski Gasket 39\u003c\/p\u003e \u003cp\u003e2.2 Programming Two-Dimensional Applications 42\u003c\/p\u003e \u003cp\u003e2.3 The WebGL Application Programming Interface 47\u003c\/p\u003e \u003cp\u003e2.3.1 Graphics Functions 47\u003c\/p\u003e \u003cp\u003e2.3.2 The Graphics Pipeline and State Machines 49\u003c\/p\u003e \u003cp\u003e2.3.3 OpenGL and WebGL 50\u003c\/p\u003e \u003cp\u003e2.3.4 The WebGL Interface 50\u003c\/p\u003e \u003cp\u003e2.3.5 Coordinate Systems 51\u003c\/p\u003e \u003cp\u003e2.4 Primitives and Attributes 53\u003c\/p\u003e \u003cp\u003e2.4.1 Polygon Basics 55\u003c\/p\u003e \u003cp\u003e2.4.2 Polygons in WebGL 56\u003c\/p\u003e \u003cp\u003e2.4.3 Approximating a Sphere 57\u003c\/p\u003e \u003cp\u003e2.4.4 Triangulation 58\u003c\/p\u003e \u003cp\u003e2.4.5 Text 59\u003c\/p\u003e \u003cp\u003e2.4.6 Curved Objects 60\u003c\/p\u003e \u003cp\u003e2.4.7 Attributes 61\u003c\/p\u003e \u003cp\u003e2.5 Color 62\u003c\/p\u003e \u003cp\u003e2.5.1 RGB Color 64\u003c\/p\u003e \u003cp\u003e2.5.2 Indexed Color 66\u003c\/p\u003e \u003cp\u003e2.5.3 Setting of Color Attributes 67\u003c\/p\u003e \u003cp\u003e2.6 Viewing 68\u003c\/p\u003e \u003cp\u003e2.6.1 The Orthographic View 68\u003c\/p\u003e \u003cp\u003e2.6.2 Two-Dimensional Viewing 71\u003c\/p\u003e \u003cp\u003e2.7 Control Functions 71\u003c\/p\u003e \u003cp\u003e2.7.1 Interaction with the Window System 72\u003c\/p\u003e \u003cp\u003e2.7.2 Aspect Ratio and Viewports 73\u003c\/p\u003e \u003cp\u003e2.7.3 Application Organization 74\u003c\/p\u003e \u003cp\u003e2.8 The Gasket Program 75\u003c\/p\u003e \u003cp\u003e2.8.1 Sending Data to the GPU 78\u003c\/p\u003e \u003cp\u003e2.8.2 Rendering the Points 78\u003c\/p\u003e \u003cp\u003e2.8.3 The Vertex Shader 79\u003c\/p\u003e \u003cp\u003e2.8.4 The Fragment Shader 80\u003c\/p\u003e \u003cp\u003e2.8.5 Combining the Parts 80\u003c\/p\u003e \u003cp\u003e2.8.6 The initShaders Function 81\u003c\/p\u003e \u003cp\u003e2.8.7 The init Function 82\u003c\/p\u003e \u003cp\u003e2.8.8 Reading the Shaders from the Application 83\u003c\/p\u003e \u003cp\u003e2.9 Polygons and Recursion 83\u003c\/p\u003e \u003cp\u003e2.10 The Three-Dimensional Gasket 86\u003c\/p\u003e \u003cp\u003e2.10.1 Use of Three-Dimensional Points 86\u003c\/p\u003e \u003cp\u003e2.10.2 Naming Conventions 88\u003c\/p\u003e \u003cp\u003e2.10.3 Use of Polygons in Three Dimensions 88\u003c\/p\u003e \u003cp\u003e2.10.4 Hidden-Surface Removal 91\u003c\/p\u003e \u003cp\u003eSummary and Notes 93\u003c\/p\u003e \u003cp\u003eSuggested Readings 94\u003c\/p\u003e \u003cp\u003eExercises 95\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 3 INTERACTION AND ANIMATION 99\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3.1 Animation 99\u003c\/p\u003e \u003cp\u003e3.1.1 The Rotating Square 100\u003c\/p\u003e \u003cp\u003e3.1.2 The Display Process 102\u003c\/p\u003e \u003cp\u003e3.1.3 Double Buffering 103\u003c\/p\u003e \u003cp\u003e3.1.4 Using a Timer 104\u003c\/p\u003e \u003cp\u003e3.1.5 Using setAnimFrame 105\u003c\/p\u003e \u003cp\u003e3.2 Interaction 106\u003c\/p\u003e \u003cp\u003e3.3 Input Devices 107\u003c\/p\u003e \u003cp\u003e3.4 Physical Input Devices 108\u003c\/p\u003e \u003cp\u003e3.4.1 Keyboard Codes 108\u003c\/p\u003e \u003cp\u003e3.4.2 The Light Pen 109\u003c\/p\u003e \u003cp\u003e3.4.3 The Mouse and the Trackball 109\u003c\/p\u003e \u003cp\u003e3.4.4 Data Tablets,Touch Pads, and Touch Screens 110\u003c\/p\u003e \u003cp\u003e3.4.5 The Joystick 111\u003c\/p\u003e \u003cp\u003e3.4.6 Multidimensional Input Devices 111\u003c\/p\u003e \u003cp\u003e3.4.7 Logical Devices 112\u003c\/p\u003e \u003cp\u003e3.4.8 Input Modes 113\u003c\/p\u003e \u003cp\u003e3.5 Clients and Servers 115\u003c\/p\u003e \u003cp\u003e3.6 Programming Event-Driven Input 116\u003c\/p\u003e \u003cp\u003e3.6.1 Events and Event Listeners 117\u003c\/p\u003e \u003cp\u003e3.6.2 Adding a Button 117\u003c\/p\u003e \u003cp\u003e3.6.3 Menus 119\u003c\/p\u003e \u003cp\u003e3.6.4 Using Keycodes 120\u003c\/p\u003e \u003cp\u003e3.6.5 Sliders 121\u003c\/p\u003e \u003cp\u003e3.7 Position Input 122\u003c\/p\u003e \u003cp\u003e3.8 Window Events 123\u003c\/p\u003e \u003cp\u003e3.9 Picking 125\u003c\/p\u003e","brand":"Pearson Education","offers":[{"title":"Default Title","offer_id":51019575951703,"sku":"9781292019345","price":78.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781292019345.jpg?v=1750780676","url":"https:\/\/bookcurl.com\/products\/interactive-computer-graphics-with-webgl-global-edition-9781292019345","provider":"Book Curl","version":"1.0","type":"link"}