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Updated for the latest advances, algorithms, and hardware, this book teaches how to develop and test real OpenGL programs, step-by-step. Students learn through examples that are directly relevant to todays movies, games, Internet and interactive applications.They move from simple line drawings to increasingly complex techniques, including surfaces, shading and NURBS. Equal weight is given in this edition to both modeling and viewing.
The authors carefully introduce each new concept, explaining its underlying principles and mathematics, and deriving all algorithms and results from first principles. Readers leam to translate design tasks into their components, find the best mathematical representation for each object, translate the math into program code, and display the results. Full working source code is available for all significant examples.
More than 350 exercises and 50 case study projects are presented, with estimates of the time required to complete each project.