Interactive Computer Graphics A Top Down Approach With Shader Based Opengl 6th Edition by Edward Angel, Dave Shreiner – Ebook PDF Instant Download/Delivery. 0132545233, 9780132545235
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Product details:
ISBN 10: 0132545233
ISBN 13: 9780132545235
Author: Edward Angel, Dave Shreiner
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6e, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics.
Interactive Computer Graphics A Top Down Approach With Shader Based Opengl 6th Table of contents:
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Introduction to Interactive Computer Graphics
- 1.1 What is Computer Graphics?
- 1.2 The Evolution of Interactive Graphics
- 1.3 Importance of Shader-Based OpenGL
- 1.4 Overview of the Top-Down Approach to Graphics Programming
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Fundamentals of Computer Graphics
- 2.1 Basic Concepts in 3D Graphics
- 2.2 Understanding Graphics Hardware and GPUs
- 2.3 Coordinate Systems and Transformations
- 2.4 The Graphics Pipeline Overview
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Introduction to OpenGL and Shaders
- 3.1 What is OpenGL?
- 3.2 OpenGL Architecture and Components
- 3.3 Introduction to Shaders: Vertex, Fragment, and Geometry Shaders
- 3.4 Writing and Compiling Shaders in OpenGL
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The Top-Down Approach to Graphics Programming
- 4.1 What is the Top-Down Approach?
- 4.2 Layered Architecture in Interactive Graphics
- 4.3 Structuring a Graphics Application Using a Top-Down Approach
- 4.4 From High-Level Design to Low-Level Implementation
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OpenGL Setup and Basics
- 5.1 Setting Up OpenGL Development Environment
- 5.2 Understanding OpenGL Context and Windowing Systems
- 5.3 Basic OpenGL Rendering Pipeline
- 5.4 Drawing Simple Primitives and Objects in OpenGL
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Shaders and Rendering Techniques
- 6.1 Understanding Vertex Shaders and Fragment Shaders
- 6.2 Lighting and Material Properties in Shaders
- 6.3 Texture Mapping and Multitexturing Techniques
- 6.4 Advanced Shading Techniques: Bump Mapping, Specular Reflection
- 6.5 Shader Optimization and Performance
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Transformation and Projection
- 7.1 Coordinate Systems in 3D Graphics: Model, World, Camera, and Screen Space
- 7.2 2D and 3D Transformations: Scaling, Rotation, Translation
- 7.3 Projection Matrices: Orthographic and Perspective Projections
- 7.4 View and Model Transformations in Shaders
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Advanced OpenGL Techniques
- 8.1 Framebuffer Objects and Render-to-Texture
- 8.2 Cubemaps and Environment Mapping
- 8.3 Using Geometry Shaders for Complex Meshes
- 8.4 Implementing Post-Processing Effects: Bloom, Motion Blur, Depth of Field
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Animation and Interaction in Computer Graphics
- 9.1 Keyframe Animation and Skeletal Animation
- 9.2 Real-Time Interaction with Input Devices (Keyboard, Mouse, Touch)
- 9.3 Physics-Based Animation: Simulating Rigid Bodies and Soft Bodies
- 9.4 Implementing Camera Controls and Scene Navigation
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Lighting and Materials in Shader-Based Rendering
- 10.1 Understanding Lighting Models: Ambient, Diffuse, and Specular
- 10.2 Implementing Basic Lighting in Shaders
- 10.3 Advanced Lighting Techniques: Phong, Blinn-Phong, and PBR (Physically-Based Rendering)
- 10.4 Materials and Shaders: Creating Realistic Materials in OpenGL
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3D Models and Mesh Rendering
- 11.1 Importing and Rendering 3D Models (OBJ, FBX, etc.)
- 11.2 Handling Vertex Buffers, Index Buffers, and VAOs (Vertex Array Objects)
- 11.3 Normal Mapping and Tangent Space
- 11.4 Efficient Rendering with Instancing and Level of Detail (LOD)
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Real-Time Rendering and Optimization Techniques
- 12.1 Real-Time Rendering Challenges and Strategies
- 12.2 Reducing Overdraw and Optimizing Frame Rates
- 12.3 Culling Techniques: Frustum Culling, Occlusion Culling
- 12.4 Level of Detail (LOD) and Efficiency in Scene Rendering
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Graphics Programming with Advanced OpenGL
- 13.1 Using OpenGL Extensions and GLSL Advanced Features
- 13.2 Working with Compute Shaders and GPU-Accelerated Computing
- 13.3 Using OpenGL for Virtual Reality (VR) and Augmented Reality (AR)
- 13.4 Integrating OpenGL with Other Graphics Libraries and Tools (e.g., SDL, GLFW, GLUT)
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Shader Programming Best Practices
- 14.1 Writing Efficient Shader Code
- 14.2 Debugging and Profiling Shaders
- 14.3 Handling Shader Errors and Debugging Techniques
- 14.4 Shader Compilation and Optimization for Cross-Platform Support
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Applications of Interactive Computer Graphics
- 15.1 Game Development: Real-Time Graphics Rendering
- 15.2 Simulation and Visualization in Science and Engineering
- 15.3 Virtual and Augmented Reality Applications
- 15.4 Computer-Aided Design (CAD) and Digital Art
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Future Trends in Interactive Graphics
- 16.1 The Role of Ray Tracing in Real-Time Graphics
- 16.2 Advances in AI and Machine Learning for Graphics Programming
- 16.3 The Future of Shader Programming and OpenGL Evolution
- 16.4 Emerging Trends in Graphics Hardware and Cloud Rendering
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