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Principles Of Computer Grphics

By: Language: ENG Publication details: New Delhi Springer 2008Edition: 1stDescription: 295 p. | Binding - Paperback | 24*18.2ISBN:
  • 81-8128-674-1
Other title:
  • Theory & Practice Using Open Gl & Maya
Subject(s): DDC classification:
  • 6.6 PAI DDC23
Summary: Although 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.
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Holdings
Item type Current library Collection Call number Status Barcode
Books Books School of Engineering & Technology Reference Section Reference 006.6 PAI (Browse shelf(Opens below)) Not For Loan E2652
Books Books School of Engineering & Technology General Stacks Circulation 006.6 PAI (Browse shelf(Opens below)) Available E2653
Books Books School of Engineering & Technology General Stacks Circulation 006.6 PAI (Browse shelf(Opens below)) Available E2654
Books Books School of Engineering & Technology General Stacks Circulation 006.6 PAI (Browse shelf(Opens below)) Available E2655
Books Books School of Engineering & Technology General Stacks Circulation 006.6 PAI (Browse shelf(Opens below)) Available E2656
Total holds: 0

Although 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.

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