Home | Site map | Elsevier websites | Alerts
Elsevier
Product information search
Search all Elsevier sites
Search
Advanced Product Search
Go to Elsevier home page
SiteStat.jsp
ADVANCED GRAPHICS PROGRAMMING USING OPENGL
Advanced Graphics Programming Using OpenGLTo order this title, and for more information, click here

By
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 & ordering Information
Hardbound, 672 pages, publication date: FEB-2005
ISBN-13: 978-1-55860-659-3
ISBN-10: 1-55860-659-9
Imprint: MORGAN KAUFFMAN
Price: Order form
USD 78.95
EUR 66.95
GBP 45.99

Books and book related electronic products are priced in US dollars (USD), euro (EUR), and Great Britain Pounds (GBP). USD prices apply to the Americas and Asia Pacific. EUR prices apply in Europe and the Middle East. GBP prices apply to the UK and all other countries.

See also information about conditions of sale & ordering procedures, and links to our regional sales offices.

077/747
Last update: 29 Aug 2008
Book contents
Table of contents
Reviews
View other people's reviews
Submit your review
Bookmark this page
Recommend this publication
Overview of all books
Printer-friendly version   Printer-friendly version
 Home | Site map | Privacy policy | Terms and Conditions | Feedback | A Reed Elsevier company
 Copyright © 2008 Elsevier B.V. All rights reserved.