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<B> Next:</B> <A NAME="tex2html8" HREF="node1.html">Contents</A>
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<H1 ALIGN=CENTER>Programming with OpenGL: Advanced Rendering </H1>
<P ALIGN=CENTER><STRONG>Organizer: <BR>
Tom McReynolds <BR>
Silicon Graphics <BR> <BR>
Copyright ©1997 by Tom McReynolds and David Blythe. <BR>
All rights reserved </STRONG></P><P>
<P>
SIGGRAPH `97 Course
<P>
<H3 CLASS=ABSTRACT>Abstract:</H3>
<P CLASS=ABSTRACT>This course moves beyond the straightforward images generated by the
novice, demonstrating the more sophisticated and novel techniques possible
using the OpenGL library.
<P>
By explaining the concepts and demonstrating the techniques required to
generate images of greater realism and utility, the course helps
students achieve two goals: they gain a deeper insight into OpenGL
functionality and computer graphics concepts, while expanding their
``toolbox'' of useful OpenGL techniques.
</P><P>
<P>
<B>Speakers</B>
<P>
<B>David Blythe</B>
David Blythe is a Principal Engineer with the Advanced Systems Division at
Silicon Graphics. David joined SGI in 1991 and has contributed to the
development of RealityEngine and InfiniteReality graphics. He has
contributed extensively to implementations of the OpenGL graphics library
and OpenGL extension specifications.
<P>
Prior to joining SGI, David was a visualization scientist at the Ontario
Centre for Large Scale Computation. David received both a B.S. and M.S.
degree in computer science from the University of Toronto.
<P>
<P>
Email: blythe@asd.sgi.com
<P>
<B>Celeste Fowler</B>
Celeste Fowler is a software engineer in the Advanced Systems Division
at Silicon Graphics. She worked on the OpenGL imaging pipeline for
the InfiniteReality graphics system and on the OpenGL display list
implementation for InfiniteReality and RealityEngine.
<P>
Before coming to SGI, Celeste attended Princeton University where she
did research on radiosity techniques and TA'd courses in computer
graphics and programming systems.
<P>
<P>
Email: celeste@asd.sgi.com
<P>
<B>Brad Grantham</B>
Brad Grantham currently contributes to the design and implementation
of Silicon Graphics' high-level graphics toolkits, including OpenGL++,
a scene graph toolkit for OpenGL. Brad previously worked on the
Windows 95 port and Java bindings for Cosmo 3D and, before that, worked
in the IRIS Performer group.
<P>
Before joining SGI, Brad wrote UNIX kernel code and imaging codecs.
He received a B.S. from Virginia Tech in 1992, and his previous claim
to fame is MacBSD, BSD UNIX for the Macintosh.
<P>
<P>
Email: grantham@sgi.com
<P>
<B>Simon Hui</B>
Simon Hui is a software engineer at 3Dfx Interactive, Inc. He currently
works on OpenGL and other graphics libraries for PC and consumer platforms.
<P>
Prior to joining 3Dfx, Simon worked on IRIS Performer, a realtime graphics
toolkit, in the Advanced Systems Division at Silicon Graphics.
He has also worked on OpenGL implementations for the RealityEngine and
InfiniteReality. Simon received a B.A. in Computer Science from the
University of California at Berkeley.
<P>
<P>
Email: simon@3dfx.com
<P>
<B>Tom McReynolds</B>
<P>
Tom McReynolds is a software engineer in the Core Rendering group at
Silicon Graphics. He's implemented OpenGL extensions and done OpenGL
performance work. He currently works on IRIS Performer, a real-time
visualization library that uses OpenGL.
<P>
Prior to SGI, he worked at Sun Microsystems, where he developed graphics
hardware support software and graphics libraries, including XGL.
<P>
Tom is also an adjunct professor at Santa Clara University, where he teaches
courses in computer graphics using the OpenGL library. He has also presented
at the X Technical Conference, SIGGRAPH '96, and SGI's 1996 Developer Forum.
<P>
<P>
Email: tomcat@asd.sgi.com
<P>
<B>Paula Womack</B>
Paula Womack manages the OpenGL group at Silicon
Graphics. She is also a member of the OpenGL
Architectural Review Board (the OpenGL ARB) which
is responsible for defining and enhancing OpenGL.
<P>
Prior to joining Silicon Graphics, Paula worked
on OpenGL at Kubota and Digital Equipment. She
has a B.S. in Computer Engineering from the University
of California at San Diego.
<P>
<P>
Email: womack@asd.sgi.com
<BR> <HR>
<UL><A NAME="CHILD_LINKS"> </A>
<LI> <A NAME="tex2html10" HREF="node1.html#SECTION00010000000000000000">Contents</A>
<LI> <A NAME="tex2html11" HREF="node2.html#SECTION00020000000000000000">List of Figures</A>
<LI> <A NAME="tex2html12" HREF="node3.html#SECTION00030000000000000000">12.3.1 Introduction</A>
<UL>
<LI> <A NAME="tex2html13" HREF="node4.html#SECTION00031000000000000000">1.1 Acknowledgments</A>
<LI> <A NAME="tex2html14" HREF="node5.html#SECTION00032000000000000000">1.2 Course Notes Web Site</A>
</UL>
<LI> <A NAME="tex2html15" HREF="node6.html#SECTION00040000000000000000">2 About OpenGL</A>
<LI> <A NAME="tex2html16" HREF="node7.html#SECTION00050000000000000000">3 Modelling</A>
<UL>
<LI> <A NAME="tex2html17" HREF="node8.html#SECTION00051000000000000000">3.1 Modelling Considerations</A>
<LI> <A NAME="tex2html18" HREF="node9.html#SECTION00052000000000000000">3.2 Decomposition and Tessellation</A>
<LI> <A NAME="tex2html19" HREF="node10.html#SECTION00053000000000000000">3.3 Capping Clipped Solids with the Stencil Buffer</A>
<LI> <A NAME="tex2html20" HREF="node11.html#SECTION00054000000000000000">3.4 Constructive Solid Geometry with the Stencil Buffer</A>
</UL>
<LI> <A NAME="tex2html21" HREF="node12.html#SECTION00060000000000000000">4 Geometry and Transformations</A>
<UL>
<LI> <A NAME="tex2html22" HREF="node13.html#SECTION00061000000000000000">4.1 Stereo Viewing</A>
<UL>
<LI> <A NAME="tex2html23" HREF="node14.html#SECTION00061100000000000000">4.1.1 Fusion Distance</A>
<LI> <A NAME="tex2html24" HREF="node15.html#SECTION00061200000000000000">4.1.2 Computing the Transforms</A>
<LI> <A NAME="tex2html25" HREF="node16.html#SECTION00061300000000000000">4.1.3 Rotate vs. Shear</A>
</UL>
<LI> <A NAME="tex2html26" HREF="node17.html#SECTION00062000000000000000">9.2 Depth of Field</A>
<LI> <A NAME="tex2html27" HREF="node18.html#SECTION00063000000000000000">4.3 The Z Coordinate and Perspective Projection</A>
<UL>
<LI> <A NAME="tex2html28" HREF="node19.html#SECTION00063100000000000000">4.3.1 Depth Buffering</A>
</UL>
<LI> <A NAME="tex2html29" HREF="node20.html#SECTION00064000000000000000">4.4 Image Tiling</A>
<LI> <A NAME="tex2html30" HREF="node21.html#SECTION00065000000000000000">4.5 Moving
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- barbara20082013-10-09内容比较全面,上半部分是基础,后部部分甚至把图像处理的也加进来了
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