Computer Graphics Through OpenGL®: From Theory to Experiments, 4/e (Hardcover)
暫譯: 透過 OpenGL® 的電腦圖學:從理論到實驗,第4版(精裝本)

Guha, Sumanta

  • 出版商: CRC
  • 出版日期: 2022-12-15
  • 售價: $4,660
  • 貴賓價: 9.5$4,427
  • 語言: 英文
  • 頁數: 712
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 1032256982
  • ISBN-13: 9781032256986
  • 相關分類: OpenGLComputer Graphics
  • 立即出貨 (庫存=1)

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相關主題

商品描述

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(R) 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(R) 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(R), as well as using WebGL(R) 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(R) 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders
  • Comprehensive coverage of WebGL(R) 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

商品描述(中文翻譯)

全面涵蓋著色器、可程式化管線與 WebGL

從幾何基元到動畫、3D 建模,再到光照、陰影和紋理,透過 OpenGL(R) 的電腦圖學:從理論到實驗 是一本全面介紹電腦圖學的書籍,採用主動學習的方式教授關鍵概念。本書同等重視理論與實踐,不僅提供對 3D 電腦圖學原則的理解,還涵蓋使用 OpenGL(R) 應用程式介面 (API) 編寫 3D 場景和動畫的知識,包括遊戲和電影。

本書的本科核心內容將學生從對電腦圖學的零知識帶到掌握基本概念,並具備使用第四代 OpenGL(R) 編寫應用程式的能力,以及使用 WebGL(R) 進行網頁發布的能力。其餘章節探討更高級的主題,包括曲線和表面的結構、射影空間和變換的應用,以及圖形管線的實現。

本書可用於一到兩學期的入門本科電腦圖學課程。其謹慎的闡述風格試圖以最簡單的術語解釋每個概念,應該也能吸引自學的學生。

特色


  • 涵蓋 3D 電腦圖學的基礎,包括動畫、視覺技術和 3D 建模

  • 全面涵蓋 OpenGL(R) 4.x,包括 GLSL 以及頂點、片段、細分和幾何著色器

  • 全面涵蓋 WebGL(R) 2.0。

  • 包含 440 程式和實驗

  • 包含 700 道練習題、100 個範例和 650 幅四色插圖

  • 不需要先前的電腦圖學知識

  • 以互動式的實作方式平衡理論與程式設計實踐,解釋基本概念

作者簡介

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.

作者簡介(中文翻譯)

Sumanta Guha 於1987年在印度加爾各答的印度統計學院獲得數學博士學位。從1984年到1987年,他在加爾各答的賈達夫普大學教授數學。1987年,他離開該校前往密西根大學安娜堡分校學習計算機科學,並於1991年獲得博士學位。從密西根大學畢業後,他加入威斯康辛大學密爾瓦基分校的電機工程與計算機科學系,並在那裡教授至2002年。2002年,他轉到泰國亞洲科技大學的計算機科學與資訊管理課程,直到2019年才離開。自那時以來,他一直獨立從事自己的項目。Sumanta的研究興趣包括計算幾何、計算機圖形學、計算拓撲、機器人技術和資料探勘。