Description
Introduction to Computer Graphics with OpenGL ES
Author: Han JungHyun
Language: EnglishSubject for Introduction to Computer Graphics with OpenGL ES:
Keywords
Vertex Shader; Fragment Shader; Unity; Polygon Mesh; computer graphics; Texture Coordinates; 3D; Vertex Array; Textures; View Frustum; Programing; RGB Color; Barycentric Coordinates; Bilinear Interpolation; Vertex Normals; OpenGL ES; Vertex Attributes; Phong Model; Triangle Mesh; Reflection Vector; Viewport Transform; Geometry Shader; Camera Space; Height Map; Barycentric Combination; Color Buffer; Keyframe Animation; Low Resolution Mesh; Index Arrays; GPU Pipeline
Publication date: 03-2021
· 15.6x23.4 cm · Paperback
Approximative price 96.92 €
In Print (Delivery period: 15 days).
Add to cart the book of Han JungHyunPublication date: 06-2018
· 15.6x23.4 cm · Hardback
Description
/li>Contents
/li>Readership
/li>Biography
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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.
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.
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.