Introduction to Computer Graphics with OpenGL ES

個数:1
紙書籍版価格
¥14,100
  • 電子書籍
  • ポイントキャンペーン

Introduction to Computer Graphics with OpenGL ES

  • 著者名:Han, JungHyun
  • 価格 ¥11,168 (本体¥10,153)
  • CRC Press(2018/05/23発売)
  • 冬の読書を楽しもう!Kinoppy 電子書籍・電子洋書 全点ポイント25倍キャンペーン(~1/25)
  • ポイント 2,525pt (実際に付与されるポイントはご注文内容確認画面でご確認下さい)
  • 言語:ENG
  • ISBN:9780367781187
  • eISBN:9780429811197

ファイル: /

Description

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.

Key Features:

  • Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces
  • Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics
  • Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed
  • Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

Table of Contents

PART I – Basics of Computer Graphics. Chapter 1. Polygon Models. Chapter 2. Spaces and Transforms. Chapter 3. Vertex Processing. Chapter 4. Pixel Processing. Chapter 5. Real-time Global Illumination. Chapter 6. Texturing. Chapter 7. Animation. PART II – Advanced Topics. Chapter 8. Advanced Texturing. Chapter 9. Physics-based Simulation: Collision Detection. Chapter 10. Physics-based Simulation: Collision Resolution. Chapetr 11. Advanced Animation. Chapter 12. Curves and Surfaces.