Computer Graphics Through OpenGL®: From Theory to Experiments, 3/e (Hardcover)
暫譯: 透過 OpenGL® 的電腦圖學:從理論到實驗,第三版(精裝本)

Sumanta Guha

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商品描述

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

商品描述(中文翻譯)

著重於著色器與可程式化管線的全面介紹

 

從幾何基元到動畫、3D建模,再到光照、著色和紋理,透過 OpenGL® 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來教授關鍵概念。本書同樣重視理論與實踐,不僅提供對3D電腦圖學原則的理解,還涵蓋了使用 OpenGL® 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基礎帶到掌握基本概念,並具備使用第四代 OpenGL® 編寫應用程式的能力。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本科電腦圖學入門課程。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

• 全面介紹 OpenGL® 4.x,包括 GLSL 以及頂點、片段、細分和幾何著色器

• 包含180個程式及基於這些程式的270個實驗

• 包含750個練習題、110個範例題和700幅四色插圖

• 不需要任何電腦圖學的先前知識

• 透過動手互動的方式平衡理論與程式設計實踐,以解釋基本概念

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