Computer Graphics Through OpenGL: From Theory to Experiments

From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is 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 program 3D applications.

Forming the undergraduate core of the book, the first fourteen chapters cover the concepts fundamental to 3D computer graphics and illustrate how to code fairly sophisticated 3D scenes and animation, including games and movies. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces, applications of projective spaces and transformations, and programmable graphics pipelines.

This textbook uses a hands-on, interactive approach that mixes theory and coding. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code.

Web Resource
The book’s website www.sumantaguha.com provides program source code that runs on Windows, Mac OS, and Linux platforms. It also includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. In addition, the website provides a discussion forum for interaction among users of the book.

1101428127
Computer Graphics Through OpenGL: From Theory to Experiments

From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is 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 program 3D applications.

Forming the undergraduate core of the book, the first fourteen chapters cover the concepts fundamental to 3D computer graphics and illustrate how to code fairly sophisticated 3D scenes and animation, including games and movies. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces, applications of projective spaces and transformations, and programmable graphics pipelines.

This textbook uses a hands-on, interactive approach that mixes theory and coding. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code.

Web Resource
The book’s website www.sumantaguha.com provides program source code that runs on Windows, Mac OS, and Linux platforms. It also includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. In addition, the website provides a discussion forum for interaction among users of the book.

104.95 In Stock
Computer Graphics Through OpenGL: From Theory to Experiments

Computer Graphics Through OpenGL: From Theory to Experiments

by Sumanta Guha
Computer Graphics Through OpenGL: From Theory to Experiments

Computer Graphics Through OpenGL: From Theory to Experiments

by Sumanta Guha

Hardcover(Older Edition)

$104.95 
  • SHIP THIS ITEM
    In stock. Ships in 1-2 days.
  • PICK UP IN STORE

    Your local store may have stock of this item.

Related collections and offers


Overview

From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is 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 program 3D applications.

Forming the undergraduate core of the book, the first fourteen chapters cover the concepts fundamental to 3D computer graphics and illustrate how to code fairly sophisticated 3D scenes and animation, including games and movies. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces, applications of projective spaces and transformations, and programmable graphics pipelines.

This textbook uses a hands-on, interactive approach that mixes theory and coding. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code.

Web Resource
The book’s website www.sumantaguha.com provides program source code that runs on Windows, Mac OS, and Linux platforms. It also includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. In addition, the website provides a discussion forum for interaction among users of the book.


Product Details

ISBN-13: 9781439846209
Publisher: Taylor & Francis
Publication date: 09/29/2010
Series: Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series
Edition description: Older Edition
Pages: 888
Product dimensions: 7.60(w) x 9.50(h) x 1.40(d)

About the Author

Sumanta Guha is an associate professor in the Computer Science and Information Management Program at the Asian Institute of Technology in Thailand. He earned his Ph.D. in computer science from the University of Michigan, Ann Arbor, and taught at the University of Wisconsin in Milwaukee. Dr. Guha’s research interests encompass computational geometry, computer graphics, computational topology, robotics, and data mining.

Table of Contents

Hello World
An Invitation to Computer Graphics On to OpenGL and 3D Computer Graphics

Tricks of the Trade
An OpenGL Toolbox

Movers and Shapers
Transformation, Animation and Viewing Inside Animation: The Theory of Transformations Advanced Animation Techniques

Geometry for the Home Office
Convexity and Interpolation Triangulation Orientation

Making Things Up
Modeling in 3D Space

Lights, Camera, Equation
Color and Light Texture Special Visual Techniques

Pixels, Pixels, Everywhere
Raster Algorithms

Anatomy of Curves and Surfaces
Bézier B-Spline Hermite

The Projective Advantage
Applications of Projective Spaces

The Time Is Pipe
Fixed-Functionality Pipelines Programmable Pipelines

Appendix A: Projective Spaces and Transformations Appendix B: Installing OpenGL and Running Code Appendix C: Math Self-Test Appendix D: Math Self-Test Solutions

From the B&N Reads Blog

Customer Reviews