Fundamentals of Computer Graphics
with Java, OpenGL, and Jogl
Table of Contents
This is the Table of Contents for the free on-line textbook Fundamentals of Computer Graphics with Java, OpenGL, and Jogl.
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Chapter 1: Java Graphics Fundamentals in Two Dimensions
- Section 1.1 Vector Graphics and Raster Graphics
- Section 1.2
Two-dimensional Graphics in Java
- 1.2.1 BufferedImages
- 1.2.2 Shapes and Graphics2D
- Section 1.3
Transformations and Modeling
- 1.3.1 Geometric Transforms
- 1.3.2 Hierarchical Modeling
Chapter 2: The Basics of OpenGL and Jogl
- Section 2.1
Basic OpenGL 2D Programs
- 2.1.1 A Basic Jogl App
- 2.1.2 Color
- 2.1.3 Geometric Transforms and Animation
- 2.1.4 Hierarchical Modeling
- 2.1.5 Introduction to Scene Graphs
- 2.1.6 Compiling and Running Jogl Apps
- Section 2.2
Into the Third Dimension
- 2.2.1 Coordinate Systems
- 2.2.2 Essential Settings
- Section 2.3
Drawing in 3D
- 2.3.1 Geometric Modeling
- 2.3.2 Some Complex Shapes
- 2.3.3 Optimization and Display Lists
- Section 2.4 Normals and Textures
Chapter 3: Geometry
- Section 3.1
Vectors, Matrices, and Homogeneous Coordinates
- 3.1.1 Vector Operations
- 3.1.2 Matrices and Transformations
- 3.1.3 Homogeneous Coordinates
- 3.1.4 Vector Forms of OpenGL Commands
- Section 3.2
Primitives
- 3.2.1 Points
- 3.2.2 Lines
- 3.2.3 Polygons
- 3.2.4 Triangles
- 3.2.5 Quadrilaterals
- Section 3.3
Polygonal Meshes
- 3.3.1 Indexed Face Sets
- 3.3.2 OBJ Files
- 3.3.3 Terraine and Grids
- Section 3.4
Drawing Primitives
- 3.4.1 Java's Data Buffers
- 3.4.2 Drawing With Vertex Arrays
- 3.4.3 Vertex Buffer Objects
- 3.4.4 Drawing with Array Indices
- Section 3.5
Viewing and Projection
- 3.5.1 Perspective Projection
- 3.5.2 Orthographic Projection
- 3.5.3 The Viewing Transform
- 3.5.4 A Simple Avatar
- 3.5.5 Viewer Nodes in Scene Graphs
Chapter 4: Light and Material
- Section 4.1 Vision and Color
- Section 4.2
OpenGL Materials
- 4.2.1 Setting Material Properties
- 4.2.2 Color Material
- Section 4.3
OpenGL Lighting
- 4.3.1 Light Color and Position
- 4.3.2 Other Properties of Lights
- 4.3.3 The Global Light Model
- 4.3.4 The Lighting Equation
- Section 4.4
Lights and Materials in Scenes
- 4.4.1 The Attribute Stack
- 4.4.2 Lights in Scene Graphs
- Section 4.5
Textures
- 4.5.1 Texture Targets
- 4.5.2 Mipmaps and Filtering
- 4.5.3 Texture Transformations
- 4.5.4 Creating Textures with OpenGL
- 4.5.5 Loading Data into a Texture
- 4.5.6 Texture Coordinate Generation
- 4.5.7 Texture Objects
Chapter 5: Some Topics Not Covered
David Eck, May 2010