Computer Graphics Using OpenGL 3e
Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday..
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Computer Graphics Using OpenGL 3e
Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.
Table of Content :
Chapter 1 Introduction to Computer Graphics
Chapter 2 Getting Started Drawing Figures
Chapter 3 Additional Drawing Tools
Chapter 4 Vector Tools for Graphics
Chapter 5 Transformations of Objects
Chapter 6 Modeling Shapes with Polygonal Meshes.
Chapter 7 Three-Dimensional Viewing
Chapter 8 Rendering Faces for Visual Realism
Chapter 9 Tools for Raster Displays
Chapter 10 Curve and Surface Design
Chapter 11 Color Theory
Chapter 12 Ray Tracing
A1. Graphics Tools - Obtaining OpenGL.
A2. Some Mathematics for Computer Graphics
A3. An Introduction to SDL: Scene Description Language
A4. Fractals and The Mandelbrot Set
A5. Relative and Turtle Drawing.
Salient Features :
- Text-specific Web site:
- Easy for student to use and obtain source code from book. - Offers convenient access to many images, references and sample programs to support the discussion in the book.
- Vastly expanded to include all color images, source programs for all complete programs given in the text, and resources closely related to the book's material.
- C++ as the underlying programming language -Introduces useful classes for graphics, but does not force a rigid object-oriented posture.
- Early, in-depth treatment of 3D graphics and the underlying mathematics - Enables students to produce realistic 3D graphics much earlier in a course. Students can write programs to "fly" a camera through a 3D scene.
- Extensive case studies at the end of each chapter.
- Clear flow of ideas from first principles to the techniques of graphics:
- Develops the underlying mathematics from first principles.
- Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work.
- Clear presentation of the links between a concept, underlying mathematics, program coding, and the result - e.g., the use of vectors in graphics, the underlying theory of transformations, the mathematics of perspective projections, etc.
- An abundance of state-of-the-art worked examples.
- Numerous practice exercises (approx. 30 per chapter).
Book | |
---|---|
Author | Hill, Jr. / Kelley |
Pages | 800 |
Year | 2015 |
ISBN | 9789332555303 |
Publisher | Pearson |
Language | English |
Uncategorized | |
Edition | 3/e |
Weight | 1.3 kg |
Dimensions | 20.3 x 25.4 x 4.7 cm |
Binding | Paperback |