Interactive Computer Graphics: A Top-down Approach Using OpenGL by Edward Angel

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Textbook (Hardcover - New Edition)

  • 864pp
  • Sales Rank: 140,619

Textbook Information

  • ISBN-13: 9780321535863
  • Edition Description: New Edition
  • Edition Number: 5
  • Pub. Date: April 2008
  • Publisher: Addison Wesley
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Product Details

  • Pub. Date: April 2008
  • Publisher: Addison Wesley
  • Format: Textbook Hardcover, 864pp
  • Sales Rank: 140,619

Synopsis

FIFTH EDITION

Interactive Computer Graphics: A Top-Down Approach Using OpenGL®

Edward Angel, University of New Mexico

 

This book introduces students to the core concepts of computer graphics with full integration of OpenGL and an emphasis on application-based programming. using C and C++, the top-down, programming-oriented approach allows students to quickly begin creating their own 3D graphics. Low-level algorithms, such as those for line drawing and filling polygons, are presented after students learn to create interactive graphics programs.

 

This book covers all the topics in a fundamental course, including lighe-material interactions, shading, modeling, curves and surfaces, antialiasing, rasterization, texture mapping, and compositing.

 

KEY FEATURES



NEW! Up-to-date coverage on the newest texturing techniques, such as multi-texturing and bump mapping.
NEW! Expanded coverage of modeling and procedural methods, including procedural noise.
NEW! Expanded coverage of scene graphs and real time.
NEW! Expanded coverage of programmable shaders.
Revised treatment of demo programs.

Edward Angel is Professor Emeritus of Computer Science, Electrical and Computer Engineering, and Media Arts at the University of New Mexico where he was the first Presidential Teaching Fellow. He holds a PhD from the University of Southern California and a BS in Engineering from the California Institute of Technolgy. He is also the director of Art, Research, Technology, and Science Laboratory (http://artslab.unm.edu) at the University of New Mexico.

Booknews

This beginning text incorporates application programs into each chapter so that students can quickly begin to create 3D graphics. Angle (computer science, and electrical engineering, U. of New Mexico) uses this programming approach to teach such topics as light-material interactions, shading, modeling, curves and surfaces, anti-aliasing, texture mapping, and composition. After mastering OpenGL, an application programmer's interface introduced early in the book, students with a basic knowledge of C programming can generate complex interactive applications. Annotation c. Book News, Inc., Portland, OR (booknews.com)

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Biography

Edward Angel is a professor of computer science, electrical and computer engineering, and media arts at the University of New Mexico. He holds a PhD from the University of Southern California and a BS in engineering from the California Institute of Technology. He is also the director of Art, Research, Technology, and Science Laboratory (ARTS Lab) and the Arts Technology Center at the University of New Mexico. He is the author of Interactive Computer Graphics and OpenGL: A Primer.

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Interactive Computer Graphics: A Top-down Approach Using OpenGLby Anonymous

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September 26, 2005: Stop! If you have this book in hand, the first thing you should do is turn to the colour plates in the centre of the book. Slowly (there is no need to hurry) look at each. Don't worry if some of the labels use technical terms that you are unaware of. The book teaches you those. Admire the beauty of the plates. It gives an overview of much of current computer graphics. Far more inspiring than a page of written synopsis. The idea is to be motivated enough to learn the text. It is a good test of whether you might like the book. Hopefully you are drawn to this field because it interests you. It might sound frivolous to give such emphasis to the plates. In many other fields, this would be true. But here, inherently, the plates represent the goals. As to the text, it comes well illustrated with numerous diagrams of three dimensional geometry. That's what this is mostly about. And the ray tracing optics that is overlaid on the geometry. The maths assumes a good familiarity with matrix algebra. And the understanding of how matrices are used in maths and physics to model rotation and translation and scaling. The idea of matrix multiplication representing concatenating of transformations is one of the key elements to grasp. It does get more involved. In 3d, there are surfaces, and often you need to know the tangent plane or the normal to a point on the surface. Partial derivatives are needed for this. You also get a thorough going over of OpenGL. Chosen because it gives you a powerful graphics language, that lets you learn the concepts quicker. Far quicker than if you had to hand code a lot of the basic operations.