Introduction to Computer Graphics with OpenGL ES by JungHyun Han (2018, Hardcover)

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Hardcover: 340 pages. Publisher: CRC Press; 1 edition (June 8, 2018). ISBN-13: 978-1498748926.

About this product

Product Identifiers

PublisherCRC Press LLC
ISBN-101498748929
ISBN-139781498748926
eBay Product ID (ePID)22038607741

Product Key Features

Number of Pages326 Pages
LanguageEnglish
Publication NameIntroduction to Computer Graphics with Opengl Es
SubjectProgramming / Games, Computer Graphics
Publication Year2018
TypeTextbook
Subject AreaComputers
AuthorJunghyun Han
FormatHardcover

Dimensions

Item Height0.9 in
Item Weight19.7 Oz
Item Length9.3 in
Item Width6.5 in

Additional Product Features

Intended AudienceCollege Audience
LCCN2018-002858
Dewey Edition23
IllustratedYes
Dewey Decimal006.6
Table Of ContentPART 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.
SynopsisOpenGL 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.
LC Classification NumberT386.O64H36 2018

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