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Computer Graphics Through OpenGL : from Theory to Experiments / Sumanta Guha (Asian Institute of Technology, Thailand).

By: Material type: TextTextPublisher: Boca Raton : Taylor & Francis, a CRC Press is an imprint of the Taylor & Francis Group, an Informa business, [2019]Copyright date: c2019Edition: 3rd editionDescription: xxvii, 731 pages : illustrations (some color)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781138612648 (hardback : acid-free paper)
Subject(s): DDC classification:
  • 006.6/633 23
LOC classification:
  • T385 .G85 2019
Online resources:
Contents:
I Hello World 1 An Invitation To Computer Graphics 2 On To OpenGL And 3D Computer Graphics II Tricks Of The Trade 3 An OpenGL Toolbox III Movers And Shapers 4 Transformation, Animation And Viewing 5 Inside Animation: The Theory of Transformations 6 Advanced Animation Techniques IV Geometry for the Home Office 7 Convexity and Interpolation 8 Triangulation 9 Orientation V Making Things Up 10 Modeling in 3D Space VI Lights, Camera, Equation 11 Color and Light 12 Texture 13 Special Visual Techniques VII Pixels, Pixels, Everywhere 14 Raster Algorithms VIII Programming Pipe Dreams 15 OpenGL 4.3, Shaders And The Programmable Pipeline: Liftoff16 OpenGL 4.3, Shaders And The Programmable Pipeline: Escape Velocity IX Anatomy Of Curves And Surfaces 17 BEzier 18 B-Spline 19 Hermite X Well Projected 20 Applications Of Projective Spaces: Projection Transformations and Rational Curves XI Time For A Pipe 21 Pipeline Operation Appendices A Projective Spaces and Transformations.
Summary: 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.
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Includes bibliographical references and index.

I Hello World 1 An Invitation To Computer Graphics 2 On To OpenGL And 3D Computer Graphics II Tricks Of The Trade 3 An OpenGL Toolbox III Movers And Shapers 4 Transformation, Animation And Viewing 5 Inside Animation: The Theory of Transformations 6 Advanced Animation Techniques IV Geometry for the Home Office 7 Convexity and Interpolation 8 Triangulation 9 Orientation V Making Things Up 10 Modeling in 3D Space VI Lights, Camera, Equation 11 Color and Light 12 Texture 13 Special Visual Techniques VII Pixels, Pixels, Everywhere 14 Raster Algorithms VIII Programming Pipe Dreams 15 OpenGL 4.3, Shaders And The Programmable Pipeline: Liftoff16 OpenGL 4.3, Shaders And The Programmable Pipeline: Escape Velocity IX Anatomy Of Curves And Surfaces 17 BEzier 18 B-Spline 19 Hermite X Well Projected 20 Applications Of Projective Spaces: Projection Transformations and Rational Curves XI Time For A Pipe 21 Pipeline Operation Appendices A Projective Spaces and Transformations.

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.

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