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Introduction to Computer Graphics with OpenGL ES

Author: JungHyun Han
Publisher: Boca Raton, FL : CRC Press, 2018.
Edition/Format:   eBook : Document : English : First editionView all editions and formats
Summary:
"OpenGL 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 Hans Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Hans depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or  Read more...
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Genre/Form: Electronic books
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: JungHyun Han
ISBN: 9780429443145 0429443145 9780429811203 0429811209 9780429811197 0429811195
OCLC Number: 1037071298
Description: 1 online resource : text file, PDF
Contents: Cover; Half title; Title; Copyrights; Dedication; Contents; Preface; Acknowledgments; Part I Rendering Pipeline; 1 Introduction; 1.1 Computer Graphics Production; 1.2 Graphics API; 2 Mathematics: Basics; 2.1 Matrices and Vectors; 2.2 Coordinate System and Basis; 2.3 Dot Product; 2.4 Cross Product; 2.5 Line, Ray, and Linear Interpolation; 3 Modeling; 3.1 Polygon Mesh; 3.1.1 Polygon Mesh Creation; 3.1.2 Polygon Mesh Representation; 3.2 Surface Normals; 3.2.1 Triangle Normals; 3.2.2 Vertex Normals; 3.3 Polygon Mesh Export and Import; 4 Spaces and Transforms. 4.1 2D Transforms and Matrix Representations4.1.1 Scaling; 4.1.2 Rotation; 4.1.3 Translation and Homogeneous Coordinates; 4.1.4 Composition of 2D Transforms; 4.2 A ne Transform; 4.3 3D Transforms and Matrix Representations; 4.3.1 Scaling; 4.3.2 Rotation; 4.3.3 Translation and Homogeneous Coordinates; 4.4 Application: World Transform; 4.5 Rotation and Object-space Basis; 4.6 Inverse Transforms; 5 Vertex Processing; 5.1 World Transform Revisited; 5.2 View Transform; 5.2.1 Camera Space; 5.2.2 View Matrix for Space Change; 5.3 Right-hand System versus Left-hand System; 5.4 Projection Transform. 5.4.1 View Frustum5.4.2 Projection Matrix and Clip Space; 5.4.3 Derivation of Projection Matrix; 6 OpenGL ES and Shader; 6.1 OpenGL ES and Shading Language; 6.2 Vertex Shader; 6.3 OpenGL ES for Shaders; 6.4 Attributes and Uniforms; 6.4.1 Attributes and Bu er Objects; 6.4.2 Uniforms; 6.5 Drawcalls; 7 Rasterizer; 7.1 Clipping; 7.2 Perspective Division; 7.3 Back-face Culling; 7.3.1 Concept; 7.3.2 Implementation; 7.4 Viewport Transform; 7.5 Scan Conversion; 8 Image Texturing; 8.1 Texture Coordinates; 8.2 Surface Parameterization; 8.3 Texture De nition in GL; 8.4 Texture Wrapping. 8.5 Texture Filtering8.5.1 Magni cation; 8.5.2 Mini cation; 8.6 Mipmapping; 8.6.1 Mipmap Construction; 8.6.2 Mipmap Filtering; 8.7 Texture Filtering in GL; 8.8 Mipmappig Examples in GL; 8.9 Fragment Shader for Texturing; 9 Lighting; 9.1 Phong Lighting Model; 9.1.1 Di use Re ection; 9.1.2 Specular Re ection; 9.1.3 Ambient Re ection; 9.1.4 Emissive Light; 9.2 Shaders for Phong Lighting; 10 Output Merger; 10.1 Z-bu ering; 10.2 Alpha Blending; Part II Advanced Topics; 11 Euler Transforms and Quaternions; 11.1 Euler Transforms; 11.1.1 World-space Euler Transforms. 11.1.2 Object-space Euler Transforms11.2 Euler Transforms for Keyframe Animation; 11.2.1 2D Keyframe Animation; 11.2.2 3D Keyframe Animation; 11.2.3 Interpolation of Euler Angles; 11.3 Quaternions; 11.3.1 Quaternion Representation; 11.3.2 Rotations Using Quaternions; 11.3.3 Interpolation of Quaternions; 11.3.4 Conversion between Quaternion and Rotation Matrix; 12 Screen-space Object Manipulation; 12.1 Picking an Object; 12.1.1 Screen-space Ray; 12.1.2 Camera-space Ray; 12.1.3 Object-space Ray; 12.1.4 Intersection between Ray and Bounding Volume; 12.1.5 Intersection between Ray and Triangle.
Responsibility: JungHyun Han.

Abstract:

"OpenGL 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 Hans Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Hans 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."--Provided by publisher.

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