Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®
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Description
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Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of "Principles of Computer Graphics and OpenGL" is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts, and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses. |
Other books on Computer Graphics
In Silico: 3D Animation and Simulation of Cell Biology with Maya and MEL (The Morgan Kaufmann Series in Computer Graphics) (The Morgan Kaufmann Series in Computer Graphics) High Dynamic Range Imaging Reconstruction (Synthesis Lectures on Computer Graphics) GPU-Based Techniques for Global Illumination Effects (Synthesis Lectures on Computer Graphics) Geometric Algebra for Computer Graphics Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science) Interactive Curve Modeling: with Applications to Computer Graphics, Vision and Image Processing Virtual Reality: Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings (Lecture Notes in Computer Science) Virtual Vixens: 3D Character Modeling and Scene Placement Vector Analysis for Computer Graphics Point-Based Graphics (The Morgan Kaufmann Series in Computer Graphics) Visualization in Medicine: Theory, Algorithms, and Applications (The Morgan Kaufmann Series in Computer Graphics) (The Morgan Kaufmann Series in Computer Graphics) Processing: Creative Coding and Computational Art (Foundation) Geometric Algebra for Computer Science: An Object-Oriented Approach to Geometry (The Morgan Kaufmann Series in Computer Graphics) Pixelization Paradigm: Visual Information Expert Workshop, VIEW 2006, Paris, France, April 24-25, 2006, Revised Selected Papers (Lecture Notes in Computer Science) Computer Graphics for Java Programmers
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