Computer Graphics Through OpenGL: From Theory to Experiments, 2/e (Hardcover)
暫譯: 透過 OpenGL 的電腦圖學:從理論到實驗,第二版 (精裝本)

Sumanta Guha

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商品描述

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that 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 is a one-semester sequence taking 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 and the application of projective spaces and transformations.

New to the Second Edition

 

 

  • 30 more programs, 50 more experiments, and 50 more exercises
  • Two new chapters on OpenGL 4.3 shaders and the programmable pipeline
  • Coverage of:
    •  

    • Vertex buffer and array objects
    • Occlusion culling and queries and conditional rendering
    • Texture matrices
    • Multitexturing and texture combining
    • Multisampling
    • Point sprites
    • Image and pixel manipulation
    • Pixel buffer objects
    • Shadow mapping

       

Web Resource
The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).

商品描述(中文翻譯)

從幾何基元到動畫、3D建模,再到光照、陰影和紋理,透過 OpenGL® 的電腦圖學:從理論到實驗,第二版 提供了一個全面的電腦圖學介紹,採用主動學習的方式來教授關鍵概念。本書同樣強調理論與實踐,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) 來編碼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是一個學期的課程,帶領學生從對電腦圖學的零知識到掌握基本概念,並具備使用第四代 OpenGL 編碼應用程式的能力。其餘章節探討更高級的主題,包括曲線和曲面的結構,以及射影空間和變換的應用。

第二版的新內容

- 增加30個程式、50個實驗和50個練習
- 兩個新章節,介紹 OpenGL 4.3 的著色器和可編程管線
- 涵蓋內容:
- 頂點緩衝區和陣列物件
- 遮蔽剔除和查詢及條件渲染
- 紋理矩陣
- 多重紋理和紋理合成
- 多重取樣
- 點精靈
- 圖像和像素操作
- 像素緩衝區物件
- 陰影映射

網路資源

本書的網站 www.sumantaguha.com 提供可在各種平台上運行的程式源代碼。它包括安裝 OpenGL 和執行程式的指南、幫助運行實驗的特殊軟體,以及書中的圖形。該網站還包含一份教學手冊,內有100個問題的解答(僅限合格的教師)。