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Introduction to Computer Graphics with OpenGL ES - JungHyun Han

Introduction to Computer Graphics with OpenGL ES

(Autor)

Buch | Softcover
326 Seiten
2021
CRC Press (Verlag)
978-0-367-78118-7 (ISBN)
CHF 78,50 inkl. MwSt
This book also presents C# script code on many topics, providing a hands-on look at Unity graphics. Industry professionals as well as students in upper-level courses in Computer Graphics and Game Programming will find this book of immense value.
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.

Key Features:










Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces







Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics







Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed







Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

JungHyun Han obtained his doctoral degree from USC and is the Director of Game Research Center as well as a Professor of Computer Science and Engineering at Korea University. He has published and presented numerous papers for academic and professional journals, conferences, and symposia in computer graphics.

PART I – Basics of Computer Graphics. Chapter 1. Polygon Models. Chapter 2. Spaces and Transforms. Chapter 3. Vertex Processing. Chapter 4. Pixel Processing. Chapter 5. Real-time Global Illumination. Chapter 6. Texturing. Chapter 7. Animation. PART II – Advanced Topics. Chapter 8. Advanced Texturing. Chapter 9. Physics-based Simulation: Collision Detection. Chapter 10. Physics-based Simulation: Collision Resolution. Chapetr 11. Advanced Animation. Chapter 12. Curves and Surfaces.

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 675 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-367-78118-2 / 0367781182
ISBN-13 978-0-367-78118-7 / 9780367781187
Zustand Neuware
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