Author: Bass
Publisher:
Publish Date: 2006-10-01
Features: This book introduces three-dimensional computer graphics, with a special emphasis on fundamental principles and the mathematics of computer graphics. It includes descriptions of how to use cross-platform programming environments for OpenGL, and also contains the source code for a ray tracing software package (the corresponding software can be freely downloaded from the book's website). The book comprehensively covers transformations and views, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, ray intersection testing, as well as texture mapping without depth and color theory. The book also covers animation production, including quaternions, orientation, and inverse kinematics. In the appendices, the mathematical knowledge of vectors and matrices is reviewed. The target audience for this book is senior undergraduate or early graduate students, as well as self-learners. Basic knowledge of computation and vectors is required. The OpenGL programming section requires knowledge of C or C++ programming. The book covers some important features of OpenGL and can be used in conjunction with other OpenGL programming books.
3D Computer Graphics - (OpenGL Edition)
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