"This book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical derivations that help students understand computer graphics. Intuitive, rather than just theorem/proof discussions set the tone for the presentation. Some algebra, high-school geometry, and trigonometry are presumed for adequate comprehension. Notions of why results are important give the reader a sense of ownership and application. Chapters are written in a two-tiered style so as to allow for flexibility in the level of mathematics desired. Two- and three-dimensional vector geometry is covered using transforms, curves, and surfaces. More focused graphics topics like perspective with the accompanying projective geometry, polyhedral as building blocks for objects, and ray retracing help pull the vector technique together. An assortment of other topics helps round-out the discussion. These include noise, randomness, and L-systems. Plentiful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"--
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts
Focusing on the computer graphics required to create digital media this book discusses the concepts and provides hundreds of solved examples and unsolved problems for practice. Pseudo codes are included where appropriate but these coding examples do not rely on specific languages. The aim is to get readers to understand the ideas and how concepts and algorithms work, through practicing numeric examples. Topics covered include: 2D Graphics 3D Solid Modelling Mapping Techniques Transformations in 2D and 3D Space Illuminations, Lighting and Shading Ideal as an upper level undergraduate text, Digital Media – A Problem-solving Approach for Computer Graphic, approaches the field at a conceptual level thus no programming experience is required, just a basic knowledge of mathematics and linear algebra.
- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.
The Official Reference Document to OpenGL, Version 1.2
Author: OpenGL Architecture Review Board
Publisher: Addison-Wesley Professional
"The reference section documents each set of related OpenGL commands. Each reference page covers: a description of the command's parameters, the effects on rendering and the OpenGL state by the command, examples, errors generated by functions, and references to related functions."--BOOK JACKET.
This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping.
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.
In Pro OpenGL ES for Android, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building a fascinating 3D solar system simulator! After introducing Open GL ES, Pro OpenGL ES for Android explains the basics of 3D math and then orients you to the native Android 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for Android, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What you’ll learn The basics of 3D mathematics, and how they are applied in the OpenGL library How to design and build your 3D worlds To create 2D interfaces within the 3D world To develop animation and 3D movement How to implement 3D shading, coloring, and texturing The differences between OpenGL and other 3D toolkits To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced Android programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents Introduction to OpenGL ES and Our 3D Solar System Project Generating a Basic OpenGL Program Getting Past the 3D Math Shading, Lighting and Colors Materials and Textures Animation Creating a User Interface Blending Modes, Buffer Objects, and Other Cool Stuff Latest Features of OpenGL ES Ray Tracing, Hidden Surfaces, and Other Advanced Topics Appendix A: APIs