3D Computer Graphics

A Mathematical Introduction with OpenGL

Author: Samuel R. Buss

Publisher: Cambridge University Press

ISBN: 1139440381

Category: Computers

Page: N.A

View: 8475

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This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.
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OpenGL

A Primer

Author: Edward Angel

Publisher: Addison-Wesley

ISBN: N.A

Category: Computers

Page: 252

View: 8083

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Edward Angel's OpenGL: A Primer, Second Edition, provides readers with a concise presentation of fundamental OpenGL commands. It can be used both as a companion to a book introducing computer graphics principles and as a stand-alone guide and reference to OpenGL for programmers with a background in computer graphics.
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Digital Media

A Problem-solving Approach for Computer Graphics

Author: Rimon Elias

Publisher: Springer Science & Business Media

ISBN: 3319051377

Category: Computers

Page: 686

View: 5373

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Focusing on the computer graphics required to create digital media this book discusses the concepts and provides hundreds of solved examples and unsolved problems for practice. Pseudo codes are included where appropriate but these coding examples do not rely on specific languages. The aim is to get readers to understand the ideas and how concepts and algorithms work, through practicing numeric examples. Topics covered include: 2D Graphics 3D Solid Modelling Mapping Techniques Transformations in 2D and 3D Space Illuminations, Lighting and Shading Ideal as an upper level undergraduate text, Digital Media – A Problem-solving Approach for Computer Graphic, approaches the field at a conceptual level thus no programming experience is required, just a basic knowledge of mathematics and linear algebra.
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Developing and Debugging Cross-Platform Shaders

Author: Alex Boreskov

Publisher: БХВ-Петербург

ISBN: 1931769540

Category: Computers

Page: 400

View: 5999

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Focusing on developing cross-platform shaders in OpenGL Shader Language (GLSL) using the RenderMonkey environment, this guide makes it possible to combine the producing of complex graphics effects with the convenience of using OpenGL. Covering the sharp growth of the capabilities of graphic accelerators that has made writing shaders for complex real-time graphic effects a popular and rapidly developing subject, this book also includes a CD-ROM with cross-platform source codes for the program examples given in the book; both work with Microsoft Windows and with the increasingly popular Linux system.
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Foundations of 3D Computer Graphics

Author: Steven J. Gortler

Publisher: MIT Press

ISBN: 0262017350

Category: Computers

Page: 273

View: 1062

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This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping.
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Introduction to Computer Graphics with OpenGL ES

Author: JungHyun Han

Publisher: CRC Press

ISBN: 0429811195

Category: Computers

Page: 326

View: 394

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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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OpenGL Reference Manual

The Official Reference Document to OpenGL, Version 1.2

Author: OpenGL Architecture Review Board

Publisher: Addison-Wesley Professional

ISBN: N.A

Category: Computers

Page: 692

View: 733

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"The reference section documents each set of related OpenGL commands. Each reference page covers: a description of the command's parameters, the effects on rendering and the OpenGL state by the command, examples, errors generated by functions, and references to related functions."--BOOK JACKET.
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OpenGL SuperBible

Author: Richard S. Wright,Michael Sweet

Publisher: N.A

ISBN: N.A

Category: Computers

Page: 696

View: 339

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Functioning both as a tutorial and a reference manual, this hands-on guide provides everything readers need to implement the versions of OpenGL available in 1999/2000.
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