Computer Graphics Through OpenGL®

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3D Computer Graphics
3D modeling
A01=Sumanta Guha
advanced shader programming experiments
Application Programming Interface
Arrow Keys
Author_Sumanta Guha
Bezier
Category=UG
Clipping Plane
Color Buffer
computer animation
computer visualization
Convex Combination
curves and surfaces
Depth Buffer
Drawing Routine
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Euler Angles
Fragment Shader
geometric transformations 3D
Geometry Shader
GLSlang
graphics pipeline
Homogeneous Coordinates
interactive graphics programming
mathematical foundations graphics
Modelview Matrix
non-uniform rational B-splines (NURBS)
OpenGL
OpenGL API
OpenGL ES
OpenGL Shading Language
OpenGL Shading Language (GLSL)
Phong's Lighting Model
Programmable Pipeline
projection transformations
Projective Spaces
rasterization
rendering pipeline
RGB Color
RGB Intensity
RGB Value
scientific data visualisation
shaders
Stencil Buffer
Texture Coordinates
Triangle PQR
undergraduate graphics course
Vertex Shader
Viewing Box
Viewing Face
visual computing techniques

Product details

  • ISBN 9781032256986
  • Weight: 2280g
  • Dimensions: 210 x 280mm
  • Publication Date: 15 Dec 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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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/.

Sumanta Guha earned a Ph.D. in mathematics from the Indian Statistical Institute, Kolkata, in 1987. From 1984 to 1987 he taught mathematics at Jadavpur University in Kolkata. He left in 1987 to study computer science at the University of Michigan in Ann Arbor, where he earned a Ph.D. in 1991. On graduating from Michigan he joined the Electrical Engineering and Computer Science faculty of the University of Wisconsin-Milwaukee where he taught from 1991 to 2002. In 2002 he moved to the Computer Science and Information Management program of the Asian Institute of Technology in Thailand, where he taught till 2019. Since then he has been working independently on projects of his own. Sumanta's research interests include computational geometry, computer graphics, computational topology, robotics and data mining.

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