**Author**: Sumanta Guha

**Publisher:**CRC Press

**ISBN:**1482258404

**Category :**Computers

**Languages :**en

**Pages :**928

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## Bungei Journalism

## Computer Graphics Through OpenGL

**Author**: Sumanta Guha

**Publisher:** CRC Press

**ISBN:** 1482258404

**Category : **Computers

**Languages : **en

**Pages : **928

**Book Description**

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an und

## Computer Graphics Through OpenGL

**Author**: Sumanta Guha

**Publisher:** CRC Press

**ISBN:** 1482258390

**Category : **Computers

**Languages : **en

**Pages : **953

**Book Description**

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that 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 is a one-semester sequence taking 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 and the application of projective spaces and transformations. New to the Second Edition 30 more programs, 50 more experiments, and 50 more exercises Two new chapters on OpenGL 4.3 shaders and the programmable pipeline Coverage of: Vertex buffer and array objects Occlusion culling and queries and conditional rendering Texture matrices Multitexturing and texture combining Multisampling Point sprites Image and pixel manipulation Pixel buffer objects Shadow mapping Web Resource The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).

## Computer Graphics Through OpenGL

**Author**: Sumanta Guha

**Publisher:**

**ISBN:** 9781032262697

**Category : **MATHEMATICS

**Languages : **en

**Pages : **0

**Book Description**

"From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGLa: 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 OpenGLa 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 OpenGLa, as well as using WebGLa 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"--

## Computer Graphics Through OpenGL®

**Author**: Sumanta Guha

**Publisher:** CRC Press

**ISBN:** 0429874839

**Category : **Computers

**Languages : **en

**Pages : **1206

**Book Description**

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

## OpenGL Graphics Through Applications

**Author**: Robert Whitrow

**Publisher:** Springer

**ISBN:** 9781848000223

**Category : **Computers

**Languages : **en

**Pages : **336

**Book Description**

OpenGL Graphics Through Applications is a practical introduction to Computer Graphics with an emphasis on understanding through practice. Throughout the book, theory is followed by implementation using C / C++ and complete programs are provided on the Springer website. A procedural approach has been taken to algorithmic development while taking an object oriented approach when building artefacts from simple objects. The book covers a range of topics including: (1) image processing, (2) artefact construction, (3) introductory animation, (4) texturing, (5) curves surfaces and patterns. Robert Whitrow has taught computing courses from first year undergraduate to postgraduate MSc at a range of different institutions.

## Principles of Computer Graphics

**Author**: Shalini Govil-Pai

**Publisher:** Springer Science & Business Media

**ISBN:** 9780387955049

**Category : **Computers

**Languages : **en

**Pages : **324

**Book Description**

Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.

## Computer Graphics

**Author**: Francis S. Hill

**Publisher:** Pearson

**ISBN:**

**Category : **Computers

**Languages : **en

**Pages : **822

**Book Description**

## Computer Graphics

**Author**: Francis S. Hill

**Publisher:**

**ISBN:** 9780131757455

**Category : **Computer graphics

**Languages : **en

**Pages : **786

**Book Description**

## Computer Graphics Through Opengl(r)

**Author**: Sumanta Guha

**Publisher:** CRC Press

**ISBN:** 9781032241630

**Category : **

**Languages : **en

**Pages : **760

**Book Description**

This textbook presents a comprehensive introduction to computer graphics that 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(R) API to code 3D scenes and animation.

## Advanced Graphics Programming Using OpenGL

**Author**: Tom McReynolds

**Publisher:** Elsevier

**ISBN:** 0080475728

**Category : **Computers

**Languages : **en

**Pages : **672

**Book Description**

Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.

eBook Journalism in PDF, ePub, Mobi and Kindle

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an und

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that 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 is a one-semester sequence taking 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 and the application of projective spaces and transformations. New to the Second Edition 30 more programs, 50 more experiments, and 50 more exercises Two new chapters on OpenGL 4.3 shaders and the programmable pipeline Coverage of: Vertex buffer and array objects Occlusion culling and queries and conditional rendering Texture matrices Multitexturing and texture combining Multisampling Point sprites Image and pixel manipulation Pixel buffer objects Shadow mapping Web Resource The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).

"From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGLa: 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 OpenGLa 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 OpenGLa, as well as using WebGLa 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"--

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

OpenGL Graphics Through Applications is a practical introduction to Computer Graphics with an emphasis on understanding through practice. Throughout the book, theory is followed by implementation using C / C++ and complete programs are provided on the Springer website. A procedural approach has been taken to algorithmic development while taking an object oriented approach when building artefacts from simple objects. The book covers a range of topics including: (1) image processing, (2) artefact construction, (3) introductory animation, (4) texturing, (5) curves surfaces and patterns. Robert Whitrow has taught computing courses from first year undergraduate to postgraduate MSc at a range of different institutions.

Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.

This textbook presents a comprehensive introduction to computer graphics that 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(R) API to code 3D scenes and animation.

Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.