Computer Graphics

Regular price €94.99
A01=Alexey Boreskov
A01=Evgeniy Shikin
AABB
Age Group_Uncategorized
Age Group_Uncategorized
and Animation Series
Author_Alexey Boreskov
Author_Evgeniy Shikin
automatic-update
Blinn Phong Models
Bounding Box
bumpmapping
C++ and special effects
Category1=Non-Fiction
Category=A
Category=AB
Category=UB
Category=UGN
Category=UMK
Category=UY
computer graphics
computer graphics special effects
Const Vec3
COP=United States
Delivery_Pre-order
Depth Buffer
eq_art-fashion-photography
eq_computing
eq_isMigrated=2
eq_non-fiction
Fragment Shaders
Geometric Modeling
geometric shaders
geometrical algorithms in 2D and 3D
GPGPUs and OpenCL and CUDA
high-performance graphics
Homogeneous Coordinates
Language_English
Lighting Model
modern computer graphics textbook
Negative Half Plane
non-photorealistic rendering
OpenGL
OpenGL and real-time graphics
OpenGL pipeline
PA=Temporarily unavailable
pixels
Price_€50 to €100
procedural modeling and texturing
programmable graphics hardware
PS=Active
Raster Grid
RGB
RGB Color
RGB Color Space
SN=Chapman & Hall/CRC Computer Graphics
softlaunch
spherical harmonics
Spline Curves
tessellation in OpenGL 4.0
Texture Coordinate
Uniform Float
Uniform Mat4
Uniform Vec3
Unit Quaternion
Vec2 texCoord
Vec3 N2
Vec3 Pos
Vec4 Color
Vertex Shader
Vice Versa
WebGL

Product details

  • ISBN 9781439867303
  • Weight: 1230g
  • Dimensions: 156 x 234mm
  • Publication Date: 25 Oct 2013
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
  • Language: English
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Complete Coverage of the Current Practice of Computer GraphicsComputer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics.

Up-to-Date Techniques, Algorithms, and APIThe book includes mathematical background on vectors and matrices as well as quaternions, splines, curves, and surfaces. It presents geometrical algorithms in 2D and 3D for spatial data structures using large data sets. Although the book is mainly based on OpenGL 3.3, it also covers tessellation in OpenGL 4.0, contains an overview of OpenGL ES 2.0, and discusses the new WebGL, which allows students to use OpenGL with shaders directly in their browser. In addition, the authors describe a variety of special effects, including procedural modeling and texturing, fractals, and non-photorealistic rendering. They also explain the fundamentals of the dominant language (OpenCL) and platform (CUDA) of GPGPUs.

Web ResourceOn the book’s CRC Press web page, students can download many ready-to-use examples of C++ code demonstrating various effects. C++ wrappers for basic OpenGL entities, such as textures and programs, are also provided.

In-Depth Guidance on a Programmable Graphics PipelineRequiring only basic knowledge of analytic geometry, linear algebra, and C++, this text guides students through the OpenGL pipeline. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping.

Key Features

  • Covers the main aspects of modern computer graphics
  • Explains how to create various special effects using OpenGL
  • Describes a wide range of current topics, such as tessellation, spherical harmonics, and geometric shaders
  • Contains practical exercises and examples as well as numerous illustrations, including several color images
  • Offers full, cross-platform source code and examples on the book’s CRC Press web page

Figure slides available upon qualifying course adoption

Alexey Boreskov (Moscow State University, Russia) (Author) , Evgeniy Shikin (Moscow State University, Russia) (Author)