Introduction to Computer Graphics with OpenGL ES

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3D
3D visualisation
A01=JungHyun Han
advanced animation techniques
Author_JungHyun Han
Barycentric Combination
Barycentric Coordinates
Bilinear Interpolation
Camera Space
Category=UGN
Category=UMK
collision detection
Color Buffer
computer graphics
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eq_computing
eq_isMigrated=1
eq_isMigrated=2
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eq_non-fiction
Fragment Shader
Geometry Shader
GPU Pipeline
Height Map
Index Arrays
interactive graphics programming
Keyframe Animation
Low Resolution Mesh
OpenGL ES
Phong Model
physics simulation
Polygon Mesh
Programing
real-time rendering
Reflection Vector
RGB Color
shader programming
Texture Coordinates
Textures
Triangle Mesh
Unity
Vertex Array
Vertex Attributes
Vertex Normals
Vertex Shader
View Frustum
Viewport Transform

Product details

  • ISBN 9780367781187
  • Weight: 675g
  • Dimensions: 156 x 234mm
  • Publication Date: 31 Mar 2021
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

Key Features:



  • Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces




  • Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics




  • Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed




  • Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

JungHyun Han obtained his doctoral degree from USC and is the Director of Game Research Center as well as a Professor of Computer Science and Engineering at Korea University. He has published and presented numerous papers for academic and professional journals, conferences, and symposia in computer graphics.

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