September 29, 2010
by Chapman and Hall/CRC
Textbook - 888 Pages - 572 Color Illustrations
ISBN 9781439846209 - CAT# K12068
Solutions manual and test bank available upon qualifying course adoption
From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is 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 program 3D applications.
Forming the undergraduate core of the book, the first fourteen chapters cover the concepts fundamental to 3D computer graphics and illustrate how to code fairly sophisticated 3D scenes and animation, including games and movies. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces, applications of projective spaces and transformations, and programmable graphics pipelines.
This textbook uses a hands-on, interactive approach that mixes theory and coding. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code.
The book’s website www.sumantaguha.com provides program source code that runs on Windows, Mac OS, and Linux platforms. It also includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. In addition, the website provides a discussion forum for interaction among users of the book.
An Invitation to Computer Graphics
On to OpenGL and 3D Computer Graphics
Tricks of the Trade
An OpenGL Toolbox
Movers and Shapers
Transformation, Animation and Viewing
Inside Animation: The Theory of Transformations
Advanced Animation Techniques
Geometry for the Home Office
Convexity and Interpolation
Making Things Up
Modeling in 3D Space
Lights, Camera, Equation
Color and Light
Special Visual Techniques
Pixels, Pixels, Everywhere
Anatomy of Curves and Surfaces
The Projective Advantage
Applications of Projective Spaces
The Time Is Pipe
Appendix A: Projective Spaces and Transformations
Appendix B: Installing OpenGL and Running Code
Appendix C: Math Self-Test
Appendix D: Math Self-Test Solutions
|September 03, 2010||Author site||click on http://www.www.sumantaguha.com|
|September 28, 2016||Instructor Resources||
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