Plates (OpenGL Programming) Part 1

The scene from the cover of this book, with the objects rendered as wireframe models.

Plate 1. The scene from the cover of this book, with the objects rendered as wireframe models.

 The same scene using fog for depth-cueing (lines further from the eye are dimmer).

Plate 2. The same scene using fog for depth-cueing (lines further from the eye are dimmer).

The same scene with antialiased lines that smooth the jagged edges.


Plate 3. The same scene with antialiased lines that smooth the jagged edges.

The scene drawn with flat-shaded polygons (a single color for each filled polygon).

Plate 4. The scene drawn with flat-shaded polygons (a single color for each filled polygon).

The scene rendered with lighting and smooth-shaded polygons.

Plate 5. The scene rendered with lighting and smooth-shaded polygons.

The scene with texture maps and shadows added.

Plate 6. The scene with texture maps and shadows added.

The scene drawn with one of the objects motion-blurred. The accumulation buffer is used to compose the sequence of images needed to blur the moving object.

Plate 7. The scene drawn with one of the objects motion-blurred. The accumulation buffer is used to compose the sequence of images needed to blur the moving object.

A close-up shot—the scene is rendered from a new viewpoint.

Plate 8. A close-up shot—the scene is rendered from a new viewpoint.

The scene drawn using atmospheric effects (fog) to simulate a smoke-filled room

Plate 9. The scene drawn using atmospheric effects (fog) to simulate a smoke-filled room.

Teapots drawn with jittered viewing volumes into the accumulation buffer for a depth-of-field effect. The gold teapot is in sharpest focus.

Plate 10. Teapots drawn with jittered viewing volumes into the accumulation buffer for a depth-of-field effect. The gold teapot is in sharpest focus.

A smooth-shaded triangle. The three vertices at the corners are drawn in red, green, and blue; the rest of the triangle is smoothly shaded between these three colors.

Plate 11. A smooth-shaded triangle. The three vertices at the corners are drawn in red, green, and blue; the rest of the triangle is smoothly shaded between these three colors.

The color cube. On the left, the red, green, and blue axes are shown; on the right, the axes denote yellow, cyan, and magenta.

Plate 12. The color cube. On the left, the red, green, and blue axes are shown; on the right, the axes denote yellow, cyan, and magenta.

Objects drawn with gray material parameters and colored light sources, (a) The scene on the left has pale blue ambient light and a white diffuse light source. The scene on the right has a pale blue diffuse light source and almost no ambient light, (b) On the left, an infinite light source is used; on the right, a local light source is used. With the infinite light source, the highlight (specular reflection) is centered on both the cone and the sphere because the angle between the object and the line of sight is ignored. With a local light source, the angle is taken into account, so the highlights are located appropriately on both objects.

Plate 13. Objects drawn with gray material parameters and colored light sources, (a) The scene on the left has pale blue ambient light and a white diffuse light source. The scene on the right has a pale blue diffuse light source and almost no ambient light, (b) On the left, an infinite light source is used; on the right, a local light source is used. With the infinite light source, the highlight (specular reflection) is centered on both the cone and the sphere because the angle between the object and the line of sight is ignored. With a local light source, the angle is taken into account, so the highlights are located appropriately on both objects.

Next post:

Previous post: