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Advanced Graphics
Programming
Using OpenGL
TOM McREYNOLDS
DAVID BLYTHE
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Advanced Graphics Programming Using OpenGL
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The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
Series Editor: Brian A. Barsky University of California, Berkeley
This series publishes the finest works for the accomplished and aspiring graphics professional. The series includes intermediate
and advanced textbooks, graphics programming books, surveys of important new areas and methods, and reference works.
Advanced Graphics Programming Using OpenGL
Tom McReynolds and David Blythe
Digital Geometry Geometric Methods for Digital
Picture Analysis
Rienhard Klette and Azriel Rosenfeld
Digital Video and HDTV Algorithms and Interfaces
Charles Poynton
Real-Time Shader Programming
Ron Fosner
Complete Maya Programming:
An Extensive Guide to MEL and the C++ API
David Gould
MEL Scripting for Maya Animators
Mark R. Wilkins and Chris Kazmier
Digital Video and HDTV Algorithms and Interfaces
Charles Poynton
Texturing & Modeling:
A Procedural Approach, Third Edition
David S. Ebert, F. Kenton Musgrave, Darwyn Peachey,
Ken Perlin, and Steven Worley
Geometric Tools for Computer Graphics
Philip Schneider and David Eberly
Understanding Virtual Reality:
Interface, Application, and Design
William Sherman and Alan Craig
Jim Blinn’s Corner: Notation, Notation, Notation
Jim Blinn
Level of Detail for 3D Graphics:
David Luebke, Martin Reddy, Jonathan D. Cohen,
Amitabh Varshney, Benjamin Watson, and
Robert Huebner
Pyramid Algorithms: A Dynamic Programming
Approach to Curves and Surfaces for Geometric
Modeling
Ron Goldman
Non-Photorealistic Computer Graphics:
Modeling, Rendering, and Animation
Thomas Strothotte and Stefan Schlechtweg
Curves and Surfaces for CAGD: A Practical Guide,
Fifth Edition
Gerald Farin
Subdivision Methods for Geometric Design:
A Constructive Approach
Joe Warren and Henrik Weimer
Computer Animation: Algorithms and Techniques
Rick Parent
The Computer Animator’s Technical Handbook
Lynn Pocock and Judson Rosebush
Advanced RenderMan:
Creating CGI for Motion Pictures
Anthony A. Apodaca and Larry Gritz
Curves and Surfaces in Geometric Modeling:
Theory and Algorithms
Jean Gallier
Andrew Glassner’s Notebook:
Recreational Computer Graphics
Andrew S. Glassner
Warping and Morphing of Graphical Objects
Jonas Gomes, Lucia Darsa, Bruno Costa, and Luiz Velho
Jim Blinn’s Corner: Dirty Pixels
Jim Blinn
Rendering with Radiance:
The Art and Science of Lighting Visualization
Greg Ward Larson and Rob Shakespeare
Introduction to Implicit Surfaces
Edited by Jules Bloomenthal
Jim Blinn’s Corner:
A Trip Down the Graphics Pipeline
Jim Blinn
Interactive Curves and Surfaces:
A Multimedia Tutorial on CAGD
Alyn Rockwood and Peter Chambers
Wavelets for Computer Graphics:
Theory and Applications
Eric J. Stollnitz, Tony D. DeRose, and David H. Salesin
Principles of Digital Image Synthesis
Andrew S. Glassner
Radiosity & Global Illumination
François X. Sillion and Claude Puech
Knotty: A B-Spline Visualization Program
Jonathan Yen
User Interface Management Systems:
Models and Algorithms
Dan R. Olsen, Jr.
Making Them Move: Mechanics, Control, and Animation
of Articulated Figures
Edited by Norman I. Badler, Brian A. Barsky, and
David Zeltzer
Geometric and Solid Modeling: An Introduction
Christoph M. Hoffmann
An Introduction to Splines for Use in Computer Graphics
and Geometric Modeling
Richard H. Bartels, John C. Beatty, and Brian A. Barsky
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To my friends and colleagues from Silicon Graphics; it was a fabulous time and place to
learn about 3D graphics. – DB
To Ede Forney and Harry McGinnis; you were there when it counted. – TM
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