Computer Graphics. Using OpenGL
3rd edition
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- Nombre de pages778
- FormatGrand Format
- PrésentationBroché
- Poids1.615 kg
- Dimensions20,5 cm × 25,4 cm × 4,2 cm
- ISBN0-13-149670-0
- EAN9780131496705
- Date de parution01/01/2006
- ÉditeurPearson
Résumé
Updated for the latest advances, algorithms, and hardware, this book teaches how to develop and test real OpenGL programs, step-by-step. Students learn through examples that are directly relevant to todays movies, games, Internet and interactive applications.They move from simple line drawings to increasingly complex techniques, including surfaces, shading and NURBS. Equal weight is given in this edition to both modeling and viewing.
The authors carefully introduce each new concept, explaining its underlying principles and mathematics, and deriving all algorithms and results from first principles. Readers leam to translate design tasks into their components, find the best mathematical representation for each object, translate the math into program code, and display the results. Full working source code is available for all significant examples.
More than 350 exercises and 50 case study projects are presented, with estimates of the time required to complete each project.
The authors carefully introduce each new concept, explaining its underlying principles and mathematics, and deriving all algorithms and results from first principles. Readers leam to translate design tasks into their components, find the best mathematical representation for each object, translate the math into program code, and display the results. Full working source code is available for all significant examples.
More than 350 exercises and 50 case study projects are presented, with estimates of the time required to complete each project.
L'éditeur en parle
Highlights of the Third Edition : Reflects the latest versions of OpenGL and its shading language ; Focuses more quickly on 3D and other contemporary techniques ; Presents more coverage of interactive graphics, including menu design and real-time interaction ; Discusses the evolution of video games ; Explains the entire graphics pipeline ; Contains a full chapter on ray tracing, with derivations of relevant algorithms ; Includes many new problems.



