Computer Graphics Using Opengl 3Rd Edition at Meripustak

Computer Graphics Using Opengl 3Rd Edition

Books from same Author: Francis S Hill Jr

Books from same Publisher: Pearson

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  • General Information  
    Author(s)Francis S Hill Jr
    PublisherPearson
    Edition3rd Edition
    ISBN9789332555303
    Pages800
    BindingPaperbound
    LanguageEnglish
    Publish YearJanuary 2015

    Description

    Pearson Computer Graphics Using Opengl 3Rd Edition by Francis S Hill Jr

    For undergraduate Computer Graphics courses. Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result. Salient Features • Text-specific Web site: - Easy for student to use and obtain source code from book. - Offers convenient access to many images, references and sample programs to support the discussion in the book. - Vastly expanded to include all color images, source programs for all complete programs given in the text, and resources closely related to the book's material. • C++ as the underlying programming language -Introduces useful classes for graphics, but does not force a rigid object-oriented posture. • Early, in-depth treatment of 3D graphics and the underlying mathematics - Enables students to produce realistic 3D graphics much earlier in a course. Students can write programs to "fly" a camera through a 3D scene. • Extensive case studies at the end of each chapter. • Clear flow of ideas from first principles to the techniques of graphics: - Develops the underlying mathematics from first principles. - Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work. * Clear presentation of the links between a concept, underlying mathematics, program coding, and the result - e.g., the use of vectors in graphics, the underlying theory of transformations, the mathematics of perspective projections, etc. • An abundance of state-of-the-art worked examples. • Numerous practice exercises (approx. 30 per chapter).