A K Peters/CRC Press
951 pages | 633 Color Illus.
From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies.
The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations.
New to the Second Edition
The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).
"Computer Graphics Through OpenGL provides a great introduction to the basics of computer graphics accompanied with working knowledge on topics ranging from transformations, animation, and lighting to more advanced topics in modeling, all by using the latest from modern OpenGL. This long book can be used either as self-study material or as a textbook in advanced undergraduate courses as well as in introductory graduate courses."
—Bedrich Benes, Associate Professor of Computer Graphics and Faculty Scholar, Purdue University
An Invitation to Computer Graphics
On to OpenGL and 3D Computer Graphics
Tricks of the Trade
An OpenGL Toolbox
Movers and Shapers
Transformation, Animation and Viewing
Inside Animation: The Theory of Transformations
Advanced Animation Techniques
Geometry for the Home Office
Convexity and Interpolation
Making Things Up
Modeling in 3D Space
Lights, Camera, Equation
Color and Light
Special Visual Techniques
Pixels, Pixels, Everywhere
Anatomy of Curves and Surfaces
Applications of Projective Spaces
The Time Is Pipe
Rendering Pipe Dreams
OpenGL 4.3, Shaders and the Programmable Pipeline: Liftoff
OpenGL 4.3, Shaders and the Programmable Pipeline: Escape Velocity
Appendix A: Projective Spaces and Transformations
Appendix B: Math Self-Test
Appendix C: Math Self-Test Solutions