

A carregar... Interactive Computer Graphics: A Top-down Approach Using Opengl… (edição 2005)por Edward Angel (Autor)
Pormenores da obraInteractive Computer Graphics: A Top-Down Approach with OpenGL (2nd Edition) por Edward Angel
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This introductory text recognizes that beginners learn computer graphics more quickly by doing it. Taking a top-down approach, the book gets you started early writing interesting 3D graphics programs. Each chapter is built around a non-trivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail. To enable this approach, the book first describes an important application programmers interface-OpenGL-a graphics library now available on most platforms, from high-end graphics workstations to PCs. This high-level interface, plus a basic knowledge of C programming, allows you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGLs well-defined architecture also facilitates the books technical discussions of algorithm implementations. Professor Angel has based this text on his extensive experience teaching computer graphics to students and professionals in computer science, engineering, and other fields. In emphasizing applications programming, his presentation is both practical and enjoyable. At the same time, he covers all the topics required for a fun Não foram encontradas descrições de bibliotecas. |
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Chapter 1 introduces some basic concepts, such as camera models and ray tracing.
Chapter 2 gets us started wih the OpenGL API.
Chapter 3 discusses input devices, the client-server perspective and menus.
Chapter 4 starts with a bit of geometry and linear algebra. This is followed by an OpenGL example. The chapter ends with transformations supported by OpenGL.
Chapter 5 deals with projections and perspective.
Chapter 6 is about light, light sources, reflection and ray tracing.
Chapter 7 involves studying implementation algorithms for geometric transformations, clipping and rasterization.
Modeling the real world is the topic of Chapter 8. This includes physical models based on elementary Newtonian mechanics.
Chapter 9 teaches us about curves and splines.
Chapter 10 mentions texture mapping, bit and pixel operations, composition techniques, sampling and aliasing.
The chapter titles could have been a bit longer and more descriptive. The book goes over some mathematics and theory. However, it never gets very challenging. I would not buy the book for that. There are lots of OpenGL examples. This is the strength of the book. Although the book has color plates and a nice hard cover, the code does not have syntax highlighting. You might say that I am too used to IDE’s, but I have seen syntax highlighting in at least one book, so it should be possible. I give this book 3 stars out of 5. (