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Autor(en): 
  • Guha Sumanta
  • Computer Graphics Through OpenGL®: From Theory to Experiments 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Vorankündigung
    Veröffentlichung:  ANGEKÜNDIGT (Juli 2027)  
    Genre:  Schulbücher 
     
    advanced shader programming experiments / Arrow Keys / Clipping Plane / Color Buffer / COMPUTERS / Design, Graphics & Media / Graphics Tools / COMPUTERS / Programming / Games / Convex combination / Depth Buffer
    ISBN:  9781032262697 
    EAN-Code: 
    9781032262697 
    Verlag:  Taylor and Francis 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 280 mm / B 210 mm / D  
    Gewicht:  1300 gr 
    Seiten:  676 
    Illustration:  farbige Illustrationen, Raster,schwarz-weiss, Tabellen, farbig 
    Bewertung: Keine Bewertung vor Veröffentlichung möglich.
    Inhalt:

    COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGL

    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®, as well as using WebGL® in order to publish to the web. 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
    • Comprehensive coverage of WebGL® 2.0.
    • Includes 440 programs and experiments
    • Contains 700 exercises, 100 worked examples and 650 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

    Support materials and instructor resources including an Instructor Manual and Figure slides can be found via the companion website here: https://www.sumantaguha.com/.

      



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