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9781482258394: Computer Graphics Through Opengl: From Theory to Experiments

Synopsis

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 Resource
The 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).

Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.

Présentation de l'éditeur

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 Resource
The 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).

Revue de presse

"Computer Graphics Through OpenGL provides a great introduction to the basics of computer graphics accompanied with working knowledge on topics ranging from transformations, animation, and lighting to more advanced topics in modeling, all by using the latest from modern OpenGL. This long book can be used either as self-study material or as a textbook in advanced undergraduate courses as well as in introductory graduate courses."
―Bedrich Benes, Associate Professor of Computer Graphics and Faculty Scholar, Purdue University

Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.

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Guha, S
Edité par CRC, 2015
ISBN 10 : 1482258390 ISBN 13 : 9781482258394
Ancien ou d'occasion Couverture rigide

Vendeur : Anybook.com, Lincoln, Royaume-Uni

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Etat : Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. Clean from markings In good all round condition. No dust jacket. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,2150grams, ISBN:9781482258394. N° de réf. du vendeur 9439240

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Guha, Sumanta
Edité par A K Peters/CRC Press, 2014
ISBN 10 : 1482258390 ISBN 13 : 9781482258394
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Hardcover. Etat : new. Excellent Condition.Excels in customer satisfaction, prompt replies, and quality checks. N° de réf. du vendeur Scanned1482258390

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Guha, Sumanta
Edité par A K Peters/CRC Press, 2014
ISBN 10 : 1482258390 ISBN 13 : 9781482258394
Ancien ou d'occasion Couverture rigide

Vendeur : SecondSale, Montgomery, IL, Etats-Unis

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Etat : Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc. N° de réf. du vendeur 00056483880

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