000 00487nam a2200181Ia 4500
999 _c4109
_d4109
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020 _a81-8128-674-1
040 _aAIKTC-KRRC
_cAIKTC-KRRC
041 _aENG
082 _a6.6
_bPAI
_2DDC23
100 _aPai, Shalini Govil
245 0 _aPrinciples Of Computer Grphics
246 _aTheory & Practice Using Open Gl & Maya
250 _a1st
260 _aNew Delhi
_bSpringer
_c2008
300 _a295 p.
_bPaperback
_c24*18.2
520 _aAlthough computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers and workstations. Now more than ever, people are eager to learn about what it takes to make such productions and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of "Principles of Computer Graphics and OpenGL" is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses.
650 _aComputer Engineering
942 _cBK
_2ddc