Computer Graphics Through OpenGL®: From Theory to Experiments,3rd Edition

Computer Graphics Through OpenGL®: From Theory to Experiments
Authors: Sumanta Guha
ISBN-10 书号: 1138612642
ISBN-13 书号: 9781138612648
Edition 版本: 3
Publisher Finelybook 出版日期: 2019-01-07
Pages: 760 pages
5


Book Description
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE
From geometric primitives to animation to 3D modeling to lighting,shading and texturing,Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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,applications of projective spaces and transformations and the implementation of graphics pipelines.
This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well.
Features
Covers the foundations of 3D computer graphics,including animation,visual techniques and 3D modeling
Comprehensive coverage of OpenGL® 4.x,including the GLSL and vertex,fragment,tessellation and geometry shaders
Includes 180 programs with 270 experiments based on them
Contains 750 exercises,110 worked examples,and 700 four-color illustrations
Requires no previous knowledge of computer graphics
Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts
Contents
Preface

About the Author
Part I Hello World
Part ll Tricks of the Trade
Part lll Movers and Shapers
Part IV Geometry for the Home Ouce
Part V Making Things Up
Part VI Lights,Camera,Equation
Part Vll Pixels,Pixels,Everywhere
Part VIll Programming Pipe Dreams
Part IX Anatomy of Curves and Surfaces
Part X Well Projected
Part XI Time for a Pipe
Appendices
BIBLIOGRAPHY
SUBJECT INDEX
PROGRAM INDEX

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