Author: Georg Glaeser
Publisher: Springer Science & Business Media
ISBN: 1461214289
Category : Computers
Languages : en
Pages : 381
Book Description
At once a programming course that emphasises object-oriented thinking as well as a well-documented, versatile, and robust geometry library. All of the relevant geometry is covered in depth to provide a good understanding of the background to this topic. Many of the most common intersection problems and measuring tasks are covered, with the authors discussing the creation of arbitrary geometric objects and the use of Boolean operations to create more general solid objects. As a result, all those looking for an in-depth introduction to graphics programming will find this a solid, hands-on text.
Open Geometry: OpenGL® + Advanced Geometry
Author: Georg Glaeser
Publisher: Springer Science & Business Media
ISBN: 1461214289
Category : Computers
Languages : en
Pages : 381
Book Description
At once a programming course that emphasises object-oriented thinking as well as a well-documented, versatile, and robust geometry library. All of the relevant geometry is covered in depth to provide a good understanding of the background to this topic. Many of the most common intersection problems and measuring tasks are covered, with the authors discussing the creation of arbitrary geometric objects and the use of Boolean operations to create more general solid objects. As a result, all those looking for an in-depth introduction to graphics programming will find this a solid, hands-on text.
Publisher: Springer Science & Business Media
ISBN: 1461214289
Category : Computers
Languages : en
Pages : 381
Book Description
At once a programming course that emphasises object-oriented thinking as well as a well-documented, versatile, and robust geometry library. All of the relevant geometry is covered in depth to provide a good understanding of the background to this topic. Many of the most common intersection problems and measuring tasks are covered, with the authors discussing the creation of arbitrary geometric objects and the use of Boolean operations to create more general solid objects. As a result, all those looking for an in-depth introduction to graphics programming will find this a solid, hands-on text.
Open Geometry
Author: Georg Glaeser
Publisher:
ISBN: 9781461214298
Category :
Languages : en
Pages : 392
Book Description
OpenGL is fast becoming the graphics programming standard. This manual presents both a programming course that emphasizes object-oriented thinking and a thoroughly documented, versatile, and robust geometry library.
Publisher:
ISBN: 9781461214298
Category :
Languages : en
Pages : 392
Book Description
OpenGL is fast becoming the graphics programming standard. This manual presents both a programming course that emphasizes object-oriented thinking and a thoroughly documented, versatile, and robust geometry library.
Open Geometry: OpenGL® + Advanced Geometry
Author: Georg Glaeser
Publisher: Springer Science & Business Media
ISBN: 9780387985992
Category : Computers
Languages : en
Pages : 396
Book Description
At once a programming course that emphasises object-oriented thinking as well as a well-documented, versatile, and robust geometry library. All of the relevant geometry is covered in depth to provide a good understanding of the background to this topic. Many of the most common intersection problems and measuring tasks are covered, with the authors discussing the creation of arbitrary geometric objects and the use of Boolean operations to create more general solid objects. As a result, all those looking for an in-depth introduction to graphics programming will find this a solid, hands-on text.
Publisher: Springer Science & Business Media
ISBN: 9780387985992
Category : Computers
Languages : en
Pages : 396
Book Description
At once a programming course that emphasises object-oriented thinking as well as a well-documented, versatile, and robust geometry library. All of the relevant geometry is covered in depth to provide a good understanding of the background to this topic. Many of the most common intersection problems and measuring tasks are covered, with the authors discussing the creation of arbitrary geometric objects and the use of Boolean operations to create more general solid objects. As a result, all those looking for an in-depth introduction to graphics programming will find this a solid, hands-on text.
Handbook of Geometric Programming Using Open Geometry GL
Author: Georg Glaeser
Publisher: Springer Science & Business Media
ISBN: 0387224483
Category : Computers
Languages : en
Pages : 691
Book Description
This Handbook fills the gaps of Open Geometry by explaining new methods, techniques and various examples. One its main strengths is that it enables the reader to learn about Open Geometry by working through examples. In addition, it includes a complete compendium of all the Open Geometry classes and their methods. Open Geometry will be of great attraction to those who want to start graphics programming.
Publisher: Springer Science & Business Media
ISBN: 0387224483
Category : Computers
Languages : en
Pages : 691
Book Description
This Handbook fills the gaps of Open Geometry by explaining new methods, techniques and various examples. One its main strengths is that it enables the reader to learn about Open Geometry by working through examples. In addition, it includes a complete compendium of all the Open Geometry classes and their methods. Open Geometry will be of great attraction to those who want to start graphics programming.
Computer Graphics Through OpenGL®
Author: Sumanta Guha
Publisher: CRC Press
ISBN: 0429874847
Category : Computers
Languages : en
Pages : 732
Book Description
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts
Publisher: CRC Press
ISBN: 0429874847
Category : Computers
Languages : en
Pages : 732
Book Description
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts
Principles of Computer Graphics
Author: Shalini Govil-Pai
Publisher: Springer Science & Business Media
ISBN: 038725479X
Category : Computers
Languages : en
Pages : 297
Book Description
Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.
Publisher: Springer Science & Business Media
ISBN: 038725479X
Category : Computers
Languages : en
Pages : 297
Book Description
Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.
OpenGL Distilled
Author: Paul Martz
Publisher: Addison-Wesley Professional
ISBN: 0132701782
Category : Computers
Languages : en
Pages : 307
Book Description
OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visualization and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you're looking for. You'll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion Web site includes complete source code examples, color versions of special effects described in the book, and additional resources.
Publisher: Addison-Wesley Professional
ISBN: 0132701782
Category : Computers
Languages : en
Pages : 307
Book Description
OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visualization and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you're looking for. You'll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion Web site includes complete source code examples, color versions of special effects described in the book, and additional resources.
International Symposium on History of Machines and MechanismsProceedings HMM 2000
Author: Marco Ceccarelli
Publisher: Springer Science & Business Media
ISBN: 9401595542
Category : History
Languages : en
Pages : 378
Book Description
The International Symposium on History of Machines and Mechanisms is a new initiative to promote explicitly researches and publications in the field of the History of TMM (Theory of Machines and Mechanisms). It was held at the University of Cassino, Italy, from 11 to 13 May 2000. The Symposium was devoted mainly to the technical aspects of historical developments and therefore it has been addressed mainly to the IFToMM Community. In fact, most the authors of the contributed papers are experts in TMM and related topics. This has been, indeed, a challenge: convincing technical experts to go further in-depth into the background of their topics of expertise. We have received a very positive response, as can be seen by the fact that these Proceedings contain contributions by authors from all around the world. We received about 50 papers, and after review about 40 papers were accepted for both presentation and publishing in the Proceedings. This means also that the History of TMM is of interest everywhere and, indeed, an in-depth knowledge of the past can be of great help in working on the present and in shaping the future with new ideas. I believe that a reader will take advantage of the papers in these Proceedings with further satisfaction and motivation for her or his work (historical or not). These papers cover the wide field of the History of Mechanical Engineering and particularly the History of TMM.
Publisher: Springer Science & Business Media
ISBN: 9401595542
Category : History
Languages : en
Pages : 378
Book Description
The International Symposium on History of Machines and Mechanisms is a new initiative to promote explicitly researches and publications in the field of the History of TMM (Theory of Machines and Mechanisms). It was held at the University of Cassino, Italy, from 11 to 13 May 2000. The Symposium was devoted mainly to the technical aspects of historical developments and therefore it has been addressed mainly to the IFToMM Community. In fact, most the authors of the contributed papers are experts in TMM and related topics. This has been, indeed, a challenge: convincing technical experts to go further in-depth into the background of their topics of expertise. We have received a very positive response, as can be seen by the fact that these Proceedings contain contributions by authors from all around the world. We received about 50 papers, and after review about 40 papers were accepted for both presentation and publishing in the Proceedings. This means also that the History of TMM is of interest everywhere and, indeed, an in-depth knowledge of the past can be of great help in working on the present and in shaping the future with new ideas. I believe that a reader will take advantage of the papers in these Proceedings with further satisfaction and motivation for her or his work (historical or not). These papers cover the wide field of the History of Mechanical Engineering and particularly the History of TMM.
OpenGL Programming Guide
Author: Dave Shreiner
Publisher: Addison-Wesley
ISBN: 0132748436
Category : Computers
Languages : en
Pages : 1489
Book Description
Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
Publisher: Addison-Wesley
ISBN: 0132748436
Category : Computers
Languages : en
Pages : 1489
Book Description
Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
OpenGL Programming Guide
Author: Mason Woo
Publisher: Addison Wesley Publishing Company
ISBN: 9780201461381
Category : Computers
Languages : en
Pages : 708
Book Description
Explaining how graphics programs using Release 1.1, the latest release of OpenGL, this book presents the overall structure of OpenGL and discusses in detail every OpenGL feature including the new features introduced in Release 1.1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples.
Publisher: Addison Wesley Publishing Company
ISBN: 9780201461381
Category : Computers
Languages : en
Pages : 708
Book Description
Explaining how graphics programs using Release 1.1, the latest release of OpenGL, this book presents the overall structure of OpenGL and discusses in detail every OpenGL feature including the new features introduced in Release 1.1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples.