Buch, Englisch, 951 Seiten, Format (B × H): 194 mm x 241 mm, Gewicht: 2248 g
From Theory to Experiments
Buch, Englisch, 951 Seiten, Format (B × H): 194 mm x 241 mm, Gewicht: 2248 g
ISBN: 978-1-4822-5839-4
Verlag: Apple Academic Press Inc.
From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies.
The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations.
New to the Second Edition
30 more programs, 50 more experiments, and 50 more exercises
Two new chapters on OpenGL 4.3 shaders and the programmable pipeline
Coverage of:
Vertex buffer and array objects
Occlusion culling and queries and conditional rendering
Texture matrices
Multitexturing and texture combining
Multisampling
Point sprites
Image and pixel manipulation
Pixel buffer objects
Shadow mapping
Web ResourceThe book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Hello WorldAn Invitation to Computer GraphicsOn to OpenGL and 3D Computer Graphics
Tricks of the Trade An OpenGL Toolbox
Movers and Shapers Transformation, Animation and ViewingInside Animation: The Theory of TransformationsAdvanced Animation Techniques
Geometry for the Home Office Convexity and InterpolationTriangulationOrientation
Making Things Up Modeling in 3D Space
Lights, Camera, Equation Color and LightTextureSpecial Visual Techniques
Pixels, Pixels, Everywhere Raster Algorithms
Anatomy of Curves and Surfaces BézierB-SplineHermite
Well ProjectedApplications of Projective Spaces
The Time Is Pipe Fixed-Functionality Pipelines
Rendering Pipe Dreams OpenGL 4.3, Shaders and the Programmable Pipeline: Liftoff OpenGL 4.3, Shaders and the Programmable Pipeline: Escape Velocity
Appendix A: Projective Spaces and TransformationsAppendix B: Math Self-TestAppendix C: Math Self-Test Solutions
Bibliography
Subject Index
Program Index




