3D Computer Graphics
A Mathematical Introduction with OpenGL
$95.00 ( ) USD
- Author: Samuel R. Buss, University of California, San Diego
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This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.Read more
- Covers mathematics as well as programming
- Plenty of exercises
- Free ray-tracing software and OpenGL sample code available from www.cambridge.org/computerscience/Buss
Reviews & endorsements
"I have a favorable impression of this book for providing a mathematical approach to CG while introducing the reader to OpenGL. Additionally, it is a good introductory resource for ray tracing, radiosity, and animation and kinematics. I would highly recommend this book to someone who teaches CG and would like to modernize his or her course."
SIAM NewsSee more reviews
"There are a few experts who would find nothing new in this book, but most of the rest of us would benefit from it. Almost any time that a programmer chooses to ignore one of the aphorisms they need to justify their choice which makes it a good basis for communicating why a piece of source code either needs more comments or a different approach. Buy a copy, keep it in your pocket to browse through while waiting in line for a meal, a bus etc. when you know it all, pass your copy on."
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- Date Published: February 2005
- format: Adobe eBook Reader
- isbn: 9780511075391
- contains: 186 b/w illus. 8 colour illus. 150 exercises
- availability: This ISBN is for an eBook version which is distributed on our behalf by a third party.
Table of Contents
2. Transformations and viewing
3. Lighting, illumination and shading
4. Averaging and interpolation
5. Texture mapping
7. Bezier curves
9. Ray tracing
10. Intersection testing
12. Animation and kinematics
Appendix A: mathematics background
Appendix B: RayTracing software package.
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