Computer Graphics Through OpenGL: From Theory to Experiments, 2nd Edition (Hardback) book cover

Computer Graphics Through OpenGL

From Theory to Experiments, 2nd Edition

By Sumanta Guha

A K Peters/CRC Press

951 pages | 633 Color Illus.

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pub: 2014-08-06
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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

  • 30 more programs, 50 more experiments, and 50 more exercises
  • Two new chapters on OpenGL 4.3 shaders and the programmable pipeline
  • Coverage of:
    • Vertex buffer and array objects
    • Occlusion culling and queries and conditional rendering
    • Texture matrices
    • Multitexturing and texture combining
    • Multisampling
    • Point sprites
    • Image and pixel manipulation
    • Pixel buffer objects
    • Shadow mapping

Web Resource

The book’s website at 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

Table of Contents

Hello World

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

Raster Algorithms


Anatomy of Curves and Surfaces





Well Projected

Applications of Projective Spaces


The Time Is Pipe

Fixed-Functionality Pipelines

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



Subject Index

Program Index

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Computer Graphics