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COMPUTER GRAPHICS THROUGH OPENGL®: FROM THEORY TO EXPERIMENTS 3E
Título:
COMPUTER GRAPHICS THROUGH OPENGL®: FROM THEORY TO EXPERIMENTS 3E
Subtítulo:
Autor:
GUHA, S
Editorial:
CRC PRESS
Año de edición:
2019
Materia
PROGRAMACION DE GRAFICOS
ISBN:
978-1-138-61264-8
Páginas:
732
132,00 €

 

Sinopsis

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



Table of 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: Liftoff

16 OpenGL 4.3, Shaders And The Programmable Pipeline: Escape Velocity

IX Anatomy Of Curves And Surfaces

17 B´Ezier

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