Angel: Interactive Computer Graphics with WebGL 7th Edition

This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals.

Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the Seventh Edition of Interactive Computer Graphics with WebGL. Thisis the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasizes application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics.

Key Features
  • A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics.
  • Low-level algorithms (for topics such as line drawing and filling polygons) are presented after students learn to create graphics.

New to This Edition
  • NEW: WebGL is used throughout the Seventh Edition, as opposed to OpenGL in the Sixth Edition. WebGL is not only fully shader-based–each application must provide at least a vertex shader and a fragment shader–but also a version that works within the latest web browsers.
  • WebGL’s extensive capabilities and well-defined architecture lead to a strong foundation for teaching both theoretical and practical aspects of the field and for teaching advanced concepts, including texture mapping, compositing, and programmable shaders.
  • NEW: All code is written in JavaScript. Javascript is the language of the web. Over the past few years, JavaScript has become increasingly more powerful and the authors’ experience is that students who are comfortable with Java, C, or C++ will have little trouble programming in JavaScript.
  • NEW: All code runs in recent web browsers.
  • NEW: A new chapter on interaction is included based on the ease and flexibility with which event-driven input can be integrated with WebGL through HTML5.
  • NEW: Additional material on render-to-texture has been added. These techniques have become fundamental to using GPUs for a variety of compute-intensive applications such as image processing and simulation.
  • NEW: Additional material on displaying meshes has been added.
  • NEW: An efficient matrix—vector package is included.
  • NEW: An introduction to agent-based modeling has been added.

Contents
  • Chapter 1 Graphics Systems And Models
  • Chapter 2 Graphics Programming
  • Chapter 3 Interaction And Animation
  • Chapter 4 Geometric Objects And Transformations
  • Chapter 5 Viewing
  • Chapter 6 Lighting And Shading
  • Chapter 7 Discrete Techniques
  • Chapter 8 From Geometry To Pixels
  • Chapter 9 Modeling And Hierarchy
  • Chapter 10 Procedural Methods
  • Chapter 11 Curves And Surfaces
  • Chapter 12 Advanced Rendering
  • Appendix A Initializing Shaders
  • Appendix B Spaces
  • Appendix C Matrices
  • Appendix D Sampling And Aliasing
  • References

About the Authors
  • Edward Angel is a professor of computer science, electrical and computer engineering, and media arts at the University of New Mexico. He holds a PhD from the University of Southern California and a BS in engineering from the California Institute of Technology. He is also the director of Art, Research, Technology, and Science Laboratory (ARTS Lab) and the Arts Technology Center at the University of New Mexico. He is the author of Interactive Computer Graphics and OpenGL: A Primer .
  • Dave Shreiner is a computer graphics specialist at ARM, Inc. He's been working with OpenGL since its inception at Silicon Graphics Computer Systems (SGI). During his 15-year tenure at SGI, he authored the first commercial OpenGL training course, co-authored the OpenGL programming guide and reference manuals, and engineered OpenGL drivers for a multitude of different systems. Dave's been working in the computer graphics industry for the past two decades, where he's authored applications for flight simulators, scientific visualization, production animation, and numerous other disciplines. Also passionate about educating programmers about OpenGL and computer graphics, he's presented lectures and short courses at conference world wide, including SIGGRAPH and the Games Developer Conference.

Book Details

  • Hardcover: 736 pages
  • Publisher: Addison-Wesley; 7 edition (c2015 | Published)
  • Language: English
  • ISBN-10: 0133574849
  • ISBN-13: 978-0133574845
  • Product Dimensions: 10.1 x 8 x 1.1 inches
  • List Price: $140.00
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