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Computer graphics : using OpenGL / F.S. Hill, Jr. and Stephen M. Kelley, Jr.

By: Contributor(s): Material type: TextTextPublication details: Upper Saddle River, NJ : Pearson Prentice Hall, c2007.Edition: 3rd edDescription: xxii, 778 p., [16] p. of plates : ill. (some col.) ; 26 cmISBN:
  • 9780131496705
Subject(s): DDC classification:
  • 006.6   22
Contents:
Chapter 1 Introduction to Computer Graphics -- Chapter 2 Getting Started Drawing Figures -- Chapter 3 Additional Drawing Tools -- Chapter 4 Vector Tools for Graphics -- Chapter 5 Transformations of Objects -- Chapter 6 Modeling Shapes with Polygonal Meshes -- Chapter 7 Three-Dimensional Viewing -- Chapter 8 Rendering Faces for Visual Realism -- Chapter 9 Tools for Raster Displays -- Chapter 10 Curve and Surface Design -- Chapter 11 Color Theory -- Chapter 12 Ray Tracing.
Summary: Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Books Books Main library General Stacks 006.6 / HI.C 2007 (Browse shelf(Opens below)) 1 Available 000501

Includes bibliographical references and index.

Chapter 1 Introduction to Computer Graphics -- Chapter 2 Getting Started Drawing Figures -- Chapter 3 Additional Drawing Tools -- Chapter 4 Vector Tools for Graphics -- Chapter 5 Transformations of Objects -- Chapter 6 Modeling Shapes with Polygonal Meshes -- Chapter 7 Three-Dimensional Viewing -- Chapter 8 Rendering Faces for Visual Realism -- Chapter 9 Tools for Raster Displays -- Chapter 10 Curve and Surface Design -- Chapter 11 Color Theory -- Chapter 12 Ray Tracing.

Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.

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