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Computer Graphics Using OpenGL

By: Hill, F. S.
Contributor(s): Kelley, Stephen M.
Publisher: New Delhi PHI Learning 2009Edition: 3rd.Description: 778 p. | Binding - Paperback | 25.2X20.2.ISBN: 81-203-3829-6.Subject(s): Computer EngineeringDDC classification: 6.6 Summary: Updated for the latest advances, algorithms, and hardware, this book teaches how to develop and test real OpenGL programs, step-by-step. Students learn through examples that are directly relevant to today's movies, games, Internet and interactive applications. They move from simple line drawings to increasingly complex techniques, including surfaces, shading, and NURBS. Equal weight is given in this edition to both modeling and viewing. Table of Contents Contents: 1. Introduction to Computer Graphics 2. Initial Steps in Drawing Figures 3. Additional Drawing Tools 4. Vector Tools for Graphics 5. Transformations of Objects 6. Modeling Shapes with Polygonal Meshes 7. Three-Dimensional Viewing 8. Rendering Faces for Visual Realism 9. Tools for Raster Displays 10. Curve and Surface Design 11. Color Theory 12. Introduction to Ray Tracing Appendix 1 Graphics Tools: How to Obtain and Install OpenGL Appendix 2 Some Mathematics for Computer Graphics Appendix 3 SDL: Scene Description Language Appendix 4 Fractals and the Mandelbrot Set Appendix 5 Relative and Turtle Drawing Index
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Item type Current location Collection Call number Status Date due Barcode Item holds
 Text Books Text Books School of Engineering & Technology
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Circulation 006.6 HIL/KEL (Browse shelf) Available E6777
 Text Books Text Books School of Engineering & Technology
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Circulation 006.6 HIL/KEL (Browse shelf) Available E10237
 Text Books Text Books School of Engineering & Technology
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Circulation 006.6 HIL/KEL (Browse shelf) Available E0043
 Text Books Text Books School of Engineering & Technology
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Circulation 006.6 HIL/KEL (Browse shelf) Available E0044
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Updated for the latest advances, algorithms, and hardware, this book teaches how to develop and test real OpenGL programs, step-by-step. Students learn through examples that are directly relevant to today's movies, games, Internet and interactive applications. They move from simple line drawings to increasingly complex techniques, including surfaces, shading, and NURBS. Equal weight is given in this edition to both modeling and viewing.

Table of Contents Contents:
1. Introduction to Computer Graphics
2. Initial Steps in Drawing Figures
3. Additional Drawing Tools
4. Vector Tools for Graphics
5. Transformations of Objects
6. Modeling Shapes with Polygonal Meshes
7. Three-Dimensional Viewing
8. Rendering Faces for Visual Realism
9. Tools for Raster Displays
10. Curve and Surface Design
11. Color Theory
12. Introduction to Ray Tracing

Appendix 1 Graphics Tools: How to Obtain and Install OpenGL
Appendix 2 Some Mathematics for Computer Graphics
Appendix 3 SDL: Scene Description Language
Appendix 4 Fractals and the Mandelbrot Set
Appendix 5 Relative and Turtle Drawing Index

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