進階搜尋
書籍資訊
Computer Graphics with OpenGL 4/e (絕)

Computer Graphics with OpenGL 4/e (絕)

  • 20本以上,享 8.5折
售價 $ 洽詢
  • 一般書籍
  • ISBN:9780132484572
  • 作者:Donald D. Hearn, M. Pauline Baker, Warren Carithers
  • 版次:4
  • 年份:2011
  • 出版商:Pearson Education
  • 頁數/規格:902頁/平裝彩色
書籍介紹 本書特色 目錄
Description
Assuming no background in computer graphics, this junior- to graduate-level textbook presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.

Features
  • Complete and comprehensive discussion of the OpenGL computer graphics programming library. 
    • Provides a large and efficient collection of device independent functions for creating graphics with a general-purpose language.
  • Revised content—Brings the text up-to-date with current advances in computer graphics technology and applications. 
    • Keeps students on the “cutting edge” of computer graphics technology.
  • 2D and 3D topics are combined. 
    • This integration provides a much more productive organization for teaching 3D graphics.
  • Key topics—Animation, object representation, 3D viewing pipeline, illuminations models, surface-rendering technique, and texture mapping are expanded and updated. 
    • Gives users thorough, state-of-the-art coverage.
  • All programming examples in C++. 
    • Gives students and teachers over 120 reusable C++ programs for instruction and programming.
  • Detailed discussions on a variety of mathematical methods used in graphic algorithms—Appear in the appendix. 
    • Students can use the appendix to review advanced mathematical methods.
  • Thorough coverage of 3-D modeling and rendering. 
  • An exploration of algorithms for creating and manipulating graphics displays and techniques for implementation. 
  • Coverage of topics such as distributed ray tracing, radiosity, physically based modeling, particle systems and visualization techniques. 
    • Gives students a broad knowledge base.
  • Accessible writing style.
    • Draws students into the text. 

New to This Edition
  • New co-author, Warren Carithers, professor at Rochester Institute of Technology
  • A new chapter introduces programmable shaders through the OpenGL Shading Language (GLSL)
  • New material showcasing the evolution of OpenGL, a brief evaluation of changes in OpenGL 3.x and 4.x, and GPU architecture - past, present, and future.
  • New material on the use of OpenGL in language other than C and C++, including Java and Python
  • Implementation algorithms for graphics primitives and attributes moved into a single chapter
  • Illumination models, texture mapping, and global illumination reorganized into separate, more tightly focused chapters
  • Material on hierarchical modeling and animation moved earlier in the book
  • Material on 3D object representations reorganized
  • Material on 2D and 3D transformations and viewing reorganized
  • 150 new exercises and new exercise set 
Table of Contents
1. A Survey of Computer Graphics. 
2. Computer Graphics Hardware.
3. Computer Graphics. 
4. Graphics Output Primitives. 
5. Attributes of Graphics Primitives
6. Implementation Algorithms for Graphics Primitives and Attributes.
7. Two-Dimensional Geometric Transformations.
8. Two-Dimensional Viewing.
9. Three-Dimensional Geometric Transformations.
10. Three-Dimensional Viewing.
11. Hierarchical Modeling.
12. Computer Animation.
13. Three-Dimensional Object Representations.
14. Spline Representations. 
15. Other Three-Dimensional Object Representations.
16. Visible-Surface Detection Methods.
17. Illumination Models and Surface-Rendering Methods.
18. Texturing and Surface-Detail Methods.
19. Color Models and Color Applications.
20. Interactive Input Methods and Graphical User Interfaces.
21. Global Illumination.
22. Programmable Shaders.
23. Algorithmic Modeling.
24. Visualization of Data Sets.
登入 購物車0 立即購買 加入購物車