Computer Graphics: From Pixels to Programmable Graphics Hardware: Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series
Autor Alexey Boreskov, Evgeniy Shikinen Limba Engleză Hardback – 25 oct 2013
Computer 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 API
The 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 Resource
On 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 Pipeline
Requiring 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
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Specificații
ISBN-13: 9781439867303
ISBN-10: 1439867305
Pagini: 576
Ilustrații: 322 black & white illustrations, 10 black & white tables
Dimensiuni: 156 x 234 x 33 mm
Greutate: 1.23 kg
Ediția:New.
Editura: CRC Press
Colecția Chapman and Hall/CRC
Seria Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series
ISBN-10: 1439867305
Pagini: 576
Ilustrații: 322 black & white illustrations, 10 black & white tables
Dimensiuni: 156 x 234 x 33 mm
Greutate: 1.23 kg
Ediția:New.
Editura: CRC Press
Colecția Chapman and Hall/CRC
Seria Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series
Public țintă
Advanced undergraduate and graduate students and researchers in computer graphics.Cuprins
Introduction: Basic Concepts. Transforms in 2D. Geometric Algorithms in 2D. Transformations in 3D, Projections, Quaternions. Basic Raster Algorithms. Color and Color Models. Basic freeglut and GLEW for OpenGL Rendering. Hidden Surface Removal. Modern OpenGL: The Beginning. Working with Large 2D/3D Data Sets. Curves and Surfaces: Geometric Modeling. Basics of Animation. Lighting Models. Advanced OpenGL. GPU Image Processing. Special Effects in OpenGL. Basics of GPGPU. Elements of Procedural Texturing and Modeling. Non-Photorealistic Rendering. Bibliography.
Notă biografică
Alexey Boreskov (Moscow State University, Russia) (Author) , Evgeniy Shikin (Moscow State University, Russia) (Author)
Descriere
This text explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. Requiring only basic knowledge of analytic geometry, linear algebra, and C++, the book guides students through the OpenGL pipeline and gives them a firm foundation in today’s high-performance graphics. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping. Source code and examples are available on the book’s CRC Press web page.