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ADVANCED GRAPHICS PROGRAMMING USING OPENGL
Advanced Graphics Programming Using OpenGL
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By
Tom McReynolds, NVIDIA, Santa Clara, CA, USA
David Blythe, Microsoft, Redmond, Washington, U.S.A.
Tom McReynolds, NVIDIA, Santa Clara, CA, USA
David Blythe, Microsoft, Redmond, Washington, U.S.A.

Included in series
The Morgan Kaufmann Series in Computer Graphics,

Description
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have 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 don?t require esoteric hardware or custom graphics libraries?that are written in a comprehensive 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.

Audience
This book will interest advanced level computer graphics programmers who need to produce realistic graphic images and anyone interested in the practical application of advanced rendering techniques. This includes: professional game and game engine developers; real-time graphics and simulation developers; creators of movie special effects; computer graphics, geometric modeling, CAGD, animation, and visualization programmers. Audience will be technically competent with a graduate-level education or equivalent industrial experience.

Contents
Part I Computer Graphics Intro and OpenGL: Concepts; Geometry Representation & Modeling; 3D Transformations; Color, Lighting, and Surface Attributes; Rasterization; Images as Primitives; OpenGL Virtues; Image Processing; Texture Mapping; Window System Integration; Hardware Implementations of the Pipeline. Part II Basic Techniques: Multiple Rendering Passes; Texture Mapping; Lighting; Blending and Compositing; Transparency; Antialiasing; Image Processing; Transform Techniques. Part III: Application Specific Techniques: CAD & Modeling; Scene Realism; Natural Phenomena; Special Effects; Illustration and Artistic Techniques; Scientific Visualization; Performance Measurement & Tuning; Visual Simulation and Entertainment. Appendices: Portability Considerations; OpenGL Extensions

Bibliographic details
Hardbound, 672 pages, publication date: FEB-2005
ISBN-13: 978-1-55860-659-3
ISBN-10: 1-55860-659-9
Imprint: MORGAN KAUFFMAN

Price and Ordering
Price:
EUR 62.95
USD 82.95
GBP 53
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Last update: 7 Sep 2009
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