CamBridge.3D.Computer Graphics.A.Mathematical.Introduction.with.OpenGL.2005

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3-D Computer Graphics A Mathematical Introduction with OpenGL This book is an introduction to 3-D computer graphics with particular emphasis on fundamentals and the mathematics underlying computer graphics. It includes descriptions of how to use the cross-platformOpenGL programming environment. It also includes source code for a ray tracing software package. (Accompanying software is available freely from the book’s Web site.) Topics include a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, B ́ezier curves and B-splines, ray tracing and radiosity, and intersection testing withra ys. Additional topics, covered in less depth, include texture mapping and color theory. The book also covers some aspects of animation, including quaternions, orientation, and inverse kinematics. Mathematical background on vectors and matrices is reviewed in an appendix. This book is aimed at the advanced undergraduate level or introductory graduate level and can also be used for self-study. Prerequisites include basic knowledge of calculus and vectors. The OpenGL programming portions require knowledge of programming in C or C++. The more important features of OpenGL are covered in the book, but it is intended to be used in conjunction with another OpenGL programming book. Samuel R. Buss is Professor of Mathematics and Computer Science at the University of California, San Diego. Withbothacademic and industrial expertise, Buss has more than 60 publications in the fields of computer science and mathematical logic. He is the editor of several journals and the author of a book on bounded arithmetic. Buss has years of experience in programming and game development and has acted as consultant for SAIC and Angel Studios.

CamBridge.3D.Computer Graphics.A.Mathematical.Introduction.with.OpenGL.2005

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