OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.
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JungHyun Han obtained his doctoral degree from USC and is the Director of Game Research Center as well as a Professor of Computer Science and Engineering at Korea University. He has published and presented numerous papers for academic and professional journals, conferences, and symposia in computer graphics.
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Hardcover. Etat : new. Hardcover. OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Hans Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Hans depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text. This book also presents C# script code on many topics, providing a hands-on look at Unity graphics. Industry professionals as well as students in upper-level courses in Computer Graphics and Game Programming will find this book of immense value. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9781498748926
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Hardcover. Etat : new. Hardcover. OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Hans Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Hans depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text. This book also presents C# script code on many topics, providing a hands-on look at Unity graphics. Industry professionals as well as students in upper-level courses in Computer Graphics and Game Programming will find this book of immense value. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. N° de réf. du vendeur 9781498748926
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