در صورت تبدیل فایل کتاب Advanced Graphics Programming Using OpenGL به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب برنامه نویسی پیشرفته گرافیک با استفاده از OpenGL نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
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"I've been using the techniques
in this book since their introduction at SIGGRAPH years
ago. Those notes, transformed into this superb book, have
been the quintessential reference for advanced techniques
in OpenGL. Every corner of the subject is analyzed, with
enough detail for the expert, but also very readable for
the novice. Congratulations to David and Tom for
providing an excellent OpenGL reference!"--Dave Shreiner,
Silicon Graphics, Inc., co-author of OpenGL Programming
Guide
"You may think you know OpenGL. As a software engineer
with ten years of OpenGL experience, I thought I did.
However, this book quickly convinced me that I was very
much mistaken. David Blythe and Tom McReynolds have
taught me much that I did not know, and in the process
improved my company's products. This is a book for
computer graphics enthusiasts, both amateur and
professional. If you use OpenGL in your work, Advanced
Graphics Programming using OpenGL will be your constant
companion. Be sure to get your own copy, however - my
copy is not leaving my desk under any
circumstances!"--Ian Ashdown, President, byHeart
Consultants Limited
"Today truly useful and interactive graphics are
available on affordable computers. While hardware
progress has been impressive, widespread gains in
software expertise has come more slowly. Information
about advanced techniques beyond those learned in
introductory computer graphics texts is not as easy to
come by as inexpensive hardware. This book brings the
graphics programmer beyond the basics and introduces them
to advanced knowledge that is hard to obtain outside of
an intensive CG work environment. The book is about
graphics techniques those that dont require esoteric
hardware or custom graphics libraries that are written in
a comprehensible style and do useful things. It covers
graphics that are not covered well in your old graphics
textbook. But it also goes further, teaching you how to
apply those techniques in real world applications,
filling real world needs. Emphasizes the algorithmic side
of computer graphics, with a practical application focus,
and provides usable techniques for real world problems.
Serves as an introduction to the techniques that are hard
to obtain outside of an intensive computer graphics work
environment. Sophisticated and novel programming
techniques are implemented in C using the OpenGL library,
including: coverage of color and lighting; texture
mapping; blending and compositing; antialiasing; image
processing; special effects; natural phenomena; artistic
and non-photorealistic techniques, and many others. Code
fragments are used in the book, and full blown example
programs for virtually every algorithm are available
atwww.mkp.com/opengl."--Gamedev.net
Content:
Preface,
Pages xxiii-xxvi
Acknowledgments,
Page xxvii
Biographies,
Page xxviii
Chapter 1 - Geometry representation and modeling,
Pages
3-17
Chapter 2 - 3D Transformations,
Pages 19-34
Chapter 3 - Color, shading, and lighting,
Pages
35-56
Chapter 4 - Digital images and image manipulation,
Pages
57-72
Chapter 5 - Texture mapping,
Pages 73-102
Chapter 6 - Rasterization and fragment processing,
Pages
103-118
Chapter 7 - Window system and platform integration,
Pages
119-127
Chapter 8 - OpenGL implementations,
Pages 129-151
Chapter 9 - Multiple rendering passes,
Pages
155-167
Chapter 10 - Antialiasing,
Pages 169-184
Chapter 11 - Compositing, blending, and transparency,
Pages
185-209
Chapter 12 - Image processing techniques,
Pages
211-245
Chapter 13 - Basic transform techniques,
Pages
247-268
Chapter 14 - Texture mapping techniques,
Pages
269-316
Chapter 15 - Lighting techniques,
Pages 317-359
Chapter 16 - CAD and modeling techniques,
Pages
363-401
Chapter 17 - Scene realism,
Pages 403-465
Chapter 18 - Natural detail,
Pages 467-500
Chapter 19 - Illustration and artistic techniques,
Pages
501-530
Chapter 20 - Scientific visualization,
Pages
531-570
Chapter 21 - Structuring applications for performance,
Pages
571-592
Appendix A - Using OpenGL extensions,
Pages
593-604
Appendix B - Equations,
Pages 605-613
Bibliography,
Pages 615-627
Subject Index,
Pages 629-644