A Mathematical Introduction with OpenGL
Author: Samuel R. Buss
Publisher: Cambridge University Press
Topics include transformations, lighting and shading, ray tracing, radiosity, texture mapping, colour theory, and aspects of animation.
A Problem-solving Approach for Computer Graphics
Author: Rimon Elias
Publisher: Springer Science & Business Media
Focusing on the computer graphics required to create digital media this book discusses the concepts and provides hundreds of solved examples and unsolved problems for practice. Pseudo codes are included where appropriate but these coding examples do not rely on specific languages. The aim is to get readers to understand the ideas and how concepts and algorithms work, through practicing numeric examples. Topics covered include: 2D Graphics 3D Solid Modelling Mapping Techniques Transformations in 2D and 3D Space Illuminations, Lighting and Shading Ideal as an upper level undergraduate text, Digital Media – A Problem-solving Approach for Computer Graphic, approaches the field at a conceptual level thus no programming experience is required, just a basic knowledge of mathematics and linear algebra.
Author: Steven J. Janke
Publisher: John Wiley & Sons
"This book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical derivations that help students understand computer graphics. Intuitive, rather than just theorem/proof discussions set the tone for the presentation. Some algebra, high-school geometry, and trigonometry are presumed for adequate comprehension. Notions of why results are important give the reader a sense of ownership and application. Chapters are written in a two-tiered style so as to allow for flexibility in the level of mathematics desired. Two- and three-dimensional vector geometry is covered using transforms, curves, and surfaces. More focused graphics topics like perspective with the accompanying projective geometry, polyhedral as building blocks for objects, and ray retracing help pull the vector technique together. An assortment of other topics helps round-out the discussion. These include noise, randomness, and L-systems. Plentiful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"--
From Theory to Experiments
Author: Sumanta Guha
Publisher: CRC Press
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE 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®. 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 • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 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
Author: Edward Angel
Presenting fundamental OpenGL, this book covers the functions and their descriptions. It includes supplemental examples in every chapter.
Author: Alexander Ward Kulungowski
Author: Richard S. Wright,Michael Sweet
Functioning both as a tutorial and a reference manual, this hands-on guide provides everything readers need to implement the versions of OpenGL available in 1999/2000.
The Official Reference Document to OpenGL, Version 1.2
Author: OpenGL Architecture Review Board
Publisher: Addison-Wesley Professional
"The reference section documents each set of related OpenGL commands. Each reference page covers: a description of the command's parameters, the effects on rendering and the OpenGL state by the command, examples, errors generated by functions, and references to related functions."--BOOK JACKET.
Author: Steven J. Gortler
Publisher: MIT Press
This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping.
Author: JungHyun Han
Publisher: CRC Press
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.
Author: Nik Lever
Publisher: Taylor & Francis
CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.
Author: Robert Nystrom
Publisher: MITP-Verlags GmbH & Co. KG
Category: Computer games
- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.
High Dynamic Range Imaging für Fotografen und Computergrafiker
Author: Christian Bloch
Author: Les Piegl,Wayne Tiller
Publisher: Springer Science & Business Media
Until recently B-spline curves and surfaces (NURBS) were principally of interest to the computer aided design community, where they have become the standard for curve and surface description. Today we are seeing expanded use of NURBS in modeling objects for the visual arts, including the film and entertainment industries, art, and sculpture. NURBS are now also being used for modeling scenes for virtual reality applications. These applications are expected to increase. Consequently, it is quite appropriate for The.N'URBS Book to be part of the Monographs in Visual Communication Series. B-spline curves and surfaces have been an enduring element throughout my pro fessional life. The first edition of Mathematical Elements for Computer Graphics, published in 1972, was the first computer aided design/interactive computer graph ics textbook to contain material on B-splines. That material was obtained through the good graces of Bill Gordon and Louie Knapp while they were at Syracuse University. A paper of mine, presented during the Summer of 1977 at a Society of Naval Architects and Marine Engineers meeting on computer aided ship surface design, was arguably the first to examine the use of B-spline curves for ship design. For many, B-splines, rational B-splines, and NURBS have been a bit mysterious.