Computer graphics through OpenGL: from theory to experiments
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton
CRC Press
[2015]
|
Ausgabe: | 2nd edition |
Schriftenreihe: | An A K Peters book
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Includes bibliographical references (pages 885-894) and indexes. - Titelzusatz auf Umschlag: comprehensive coverage of OpenGL 4.3 |
Beschreibung: | xxxi, 919 pages illustrations (some color) |
ISBN: | 9781482258394 |
Internformat
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245 | 1 | 0 | |a Computer graphics through OpenGL |b from theory to experiments |c Sumanta Guha, Asian Institute of Technology, Thailand |
250 | |a 2nd edition | ||
264 | 1 | |a Boca Raton |b CRC Press |c [2015] | |
300 | |a xxxi, 919 pages |b illustrations (some color) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a An A K Peters book | |
500 | |a Includes bibliographical references (pages 885-894) and indexes. - Titelzusatz auf Umschlag: comprehensive coverage of OpenGL 4.3 | ||
630 | 0 | 4 | |a OpenGL. |
650 | 7 | |a COMPUTERS / Computer Graphics |2 bisacsh | |
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650 | 4 | |a COMPUTERS / Computer Graphics | |
650 | 4 | |a MATHEMATICS / General | |
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Datensatz im Suchindex
_version_ | 1804176377162760192 |
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adam_text | 1
ontents
R
Preface xix
About the Author xxxi
I Hello World 1
1 An Invitation to Computer Graphics 3
1.1 Brief History of Computer Graphics..................... 6
1.2 Overview of a Graphics System......................... 10
1.2.1 Input Devices.................................. 12
1.2.2 Output Devices................................. 15
1.3 Quick Preview of the Adventures Ahead................. 19
2 On to OpenGL and 3D Computer Graphics 23
2.1 First Program......................................... 24
2.2 Orthographic Projection, Viewing Box and World Coordinates 26
2.3 The OpenGL Window and Screen Coordinates.............. 32
2.4 Clipping.............................................. 33
2.5 Color, OpenGL State Machine and Interpolation......... 35
2.6 OpenGL Geometric Primitives .......................... 38
2.7 Approximating Curved Objects.......................... 46
2.8 Three Dimensions, the Depth Buffer and Perspective Projection 48
2.8.1 A Vital 3D Utility: The Depth Buffer........ 49
2.8.2 A Helix and Perspective Projection............. 51
2.9 Drawing Projects...................................... 56
2.10 Approximating Curved Objects Once More................ 58
2.11 An OpenGL Program End to End.......................... 62
CONTENTS 212 Summary, Notes and More Reading.............................. 64
II Tricks of the Trade 67
3 An OpenGL Toolbox 69
3.1 Vertex Arrays and Their Drawing Commands................. TO
3.2 Vertex Buffer Objects.................................... 75
3.3 Vertex Array Objects .................................... 78
3.4 Display Lists............................................ 80
3.5 Drawing Text............................................. 82
3.6 Programming the Mouse................................... 84
3.7 Programming Non-ASCII Keys............................... 87
3.8 Menus.................................................... 87
3.9 Line Stipples........................................... 88
3.10 FreeGLUT Objects......................................... 90
3.11 Clipping Planes ......................................... 91
3.12 gluPerspectiveQ.......................................... 94
3.13 Viewports . ............................................. 96
3.14 Multiple Windows......................................... 97
3.15 Summary, Notes and More Reading.......................... 98
III Movers and Shapers 99
4 Transformation, Animation and Viewing 101
4.1 Modeling Transformations................................ 102
4.1.1 Translation...................................... 102
41.2 Scaling.......................................... 104
41.3 Rotation......................................... 107
4.2 Composing Modeling Transformations...................... 110
4.3 Placing Multiple Objects................................ 118
4.4 Modelview Matrix Stack and Isolating Transformations . . 125
4.5 Animation............................................... 128
4.51 Animation Technicals............................. 128
4.5.2 Animation Code................................... 131
4.5.3 Animation Projects.............................. 141
4.6 Viewing Transformation.................................. 143
4.61 Understanding the Viewing Transformation......... 143
4.6.2 Simulating a Viewing Transformation with Modeling
___ Transformations.................................. 154
viii 4.6.3 Orientation and Euler Angles...................... 160
4.6.4 Viewing Transformation and Collision Detection in CONTENTS
Animation......................................... 164
4.7 More Animation Code..................................... 168
4.7.1 Animating an Articulated Figure ................. 168
4.7.2 Simple Shadow Animation......................... 172
4.8 Selection and Picking................................... 173
4.8.1 Selection........................................ 174
4.8.2 Picking.......................................... 178
4.9 Summary, Notes and More Reading........................ 181
5 Inside Animation: The Theory of Transformations 183
5.1 Geometric Transformations in 2-Space.................... 184
5.1.1 Translation........................................ 185
5.1.2 Scaling............................................ 186
5.1.3 Rotation........................................... 186
5.1.4 Reflection......................................... 190
5.2 Affine Transformations.................................. 192
5.2.1 Affine Transformations Defined..................... 192
5.2.2 Affine Transformations and OpenGL ................. 197
5.2.3 Affine Transformations and Homogeneous Coordinates 200
5.3 Geometric Transformations in 2-Space Continued.......... 203
5.3.1 Affine Geometric Transformations................... 203
5.3.2 Euclidean and Rigid Transformations................ 208
5.3.3 Shear.............................................. 217
5.4 Geometric Transformations in 3-Space.................... 220
5.4.1 Translation........................................ 220
5.4.2 Scaling............................................ 221
5.4.3 Rotation........................................... 221
5.4.4 Reflection......................................... 236
5.4.5 Affine Geometric Transformations................... 237
5.4.6 Accessing and Manipulating the Current Modelview
Matrix............................................. 240
5.4.7 Euclidean and Rigid Transformations................ 243
5.4.8 Shear.............................................. 248
5.5 Summary, Notes and More Reading......................... 251
6 Advanced Animation Techniques 253
6.1 Frustum Culling by Space Partitioning.................. 254
6.1.1 Space Partitioning............................... 255
6.1.2 Quadtrees ....................................... 256
6.1.3 Implementation................................... 258
6.1.4 More about Space Partitioning.................. 259 __
6.2 Occlusion Culling....................................... 259 ix
CONTENTS 6.3 Animating Orientation Using Euler Angles..................... 263
6.3.1 Euler Angles and the Orientation of a Rigid Body . 263
6.3.2 Animating Orientation............................. 264
6.3.3 Problems with Euler Angles: Gimbal Lock and
Ambiguity.......................................... 265
6.4 Quaternions.............................................. 268
6.4.1 Quaternion Math 101............................... 268
6.4.2 Quaternions and Orientation....................... 272
6.5 Summary, Notes and More Reading.......................... 283
IV Geometry for the Home Office 285
7 Convexity and Interpolation 287
7.1 Motivation .............................................. 288
7.2 Convex Combinations...................................... 289
7.3 Interpolation............................................ 295
7.4 Convexity and the Convex Hull............................ 298
7.5 Summary, Notes and More Reading.......................... 305
8 Triangulation 307
8.1 Definition and Justification............................. 308
8.2 Steiner Vertices and the Quality of a Triangulation. 311
8.3 Triangulation in OpenGL and the Trouble with Non-Convexity 312
8.4 Summary, Notes and More Reading.......................... 316
9 Orientation 317
9.1 Motivation .............................................. 317
9.2 OpenGL Procedure to Determine Front and Back Faces . . 319
9.3 Consistently Oriented Triangulation...................... 326
9.4 Culling Obscured Faces................................... 331
9.5 Transformations and the Orientation of Geometric Primitives 334
9.6 Summary, Notes and More Reading.......................... 335
V Making Things Up 337
10 Modeling in 3D Space 339
10.1 Curves.............................................. 340
10.1.1 Specifying Plane Curves .......................... 340
10.1.2 Specifying Space Curves .......................... 345
10.1.3 Drawing Curves.................................... 347
x 10.1.4 Polynomial and Rational Parametrizations.......... 350
10.1.5 Conic Sections..................................... 351
10.1.6 Curves More Formally............................... 354
10.2 Surfaces................................................... 362
10.2.1 Polygons........................................... 362
10.2.2 Meshes............................................. 363
10.2.3 Planar Surfaces ................................... 365
10.2.4 General Surfaces................................... 366
10.2.5 Drawing General Surfaces........................... 367
10.2.6 Swept Surfaces..................................... 372
10.2.7 Drawing Projects................................... 379
10.2.8 Ruled Surfaces..................................... 380
10.2.9 Quadric Surfaces................................... 383
10.2.10 GLU Quadric Objects................................ 386
10.2.11 Regular Polyhedra.................................. 388
10.2.12 Surfaces More Formally............................. 394
10.3 Bezier Phrase Book......................................... 401
10.3.1 Curves............................................. 401
10.3.2 Surfaces .......................................... 404
10.4 Fractals.................................................. 409
10.5 Summary, Notes and More Reading........................... 413
VI Lights, Camera, Equation 415
11 Color and Light 417
11.1 Vision and Color Models.................................... 418
11.1.1 RGB Color Model.................................... 420
11.1.2 CMY and CMYK Color Models.......................... 422
11.1.3 HSV (or HSB) Color Model .......................... 423
11.1.4 Summary of the Models.............................. 425
11.2 Phong’s Lighting Model..................................... 425
11.2.1 Phong Basics....................................... 425
11.2.2 Specifying Light and Material Values............... 428
11.2.3 Calculating the Reflected Light ................... 428
11.2.4 First Lighting Equation............................ 435
11.3 OpenGL Light and Material Properties .................... 437
11.3.1 Light Properties................................... 438
11.3.2 Material Properties................................ 439
11.3.3 Experimenting with Properties...................... 440
11.3.4 Color Material Mode................................ 443
11.4 OpenGL Lighting Model..................................... 444
11.5 Directional Lights, Positional Lights and Attenuation of
Intensity.................................................. 447
CONTENTS
xi
11.6 Spotlights................................................. 449
11.7 OpenGL Lighting Equation.................................. 451.
11.8 OpenGL Shading Models ..................................... 453
11.9 Animating Light........................................... 453
11.10 Partial Derivatives, Tangent Planes and Normal Vectors 101 455
11.11 Computing Normals and Lighting Surfaces................... 463
11.11.1 Polygons and Planar Surfaces ....................... 464
11.11.2 Meshes.............................................. 464
11.11.3 General Surfaces.................................... 468
11.11.4 Bezier and Quadric Surfaces......................... 472
11.11.5 Transforming Normals ..................... 474
11.11.6 Normalizing Normals................................. 476
11.12 Phong’s Shading Model..................................... 477
11.13 Lighting Exercises........................................ 477
11.14 Summary, Notes and More Reading........................... 479
12 Texture 481
12.1 Texture Basics and the Texture Map................... 481
12.2 Repeating and Clamping Textures............................ 488
12.3 Filtering.................................................. 490
12.4 Specifying Texture Coordinates............................. 499
12.4.1 Parametrized Surfaces............................... 499
12.4.2 Bézier and Quadric Surfaces......................... 500
12.4.3 Texture Matrix and Animating Textures............... 502
12.5 Lighting Textures.......................................... 503
12.6 Multitexturing and Texture Combining ...................... 505
12.7 Summary, Notes and More Reading............................ 507
13 Special Visual Techniques 509
13.1 Blending................................................... 510
13.1.1 Theory.............................................. 510
13.1.2 Experiments......................................... 514
13.1.3 Opaque and Translucent Objects Together........ 516
13.1.4 Blending Textures................................... 519
13.1.5 Creating Reflections................................ 520
13.2 Fog........................................................ 520
13.3 Billboarding............................................... 523
13.4 Antialiasing Points and Lines, Multisampling Polygons . . . 524
13.4.1 Antialiasing........................................ 525
13.4.2 Multisampling....................................... 526
13.5 Point Sprites.............................................. 528
13.6 Environment Mapping........................................ 529
13.6.1 Sphere Mapping.................................. 530
13.6.2 Cube Mapping.................................... 535
13.7 Stencil Buffer Techniques.............................. 535
13.7.1 OpenGL Buffers.................................. 535
13.7.2 Using the Stencil Buffer........................ 537
13.8 Image and Pixel Data Manipulation.................... 541
13.9 Bump Mapping........................................... 543
13.10 Summary, Notes and More Reading....................... 546
VII Pixels, Pixels, Everywhere 549
14 Raster Algorithms 551
14.1 Cohen-Sutherland Line Clipper.......................... 552
14.2 Sutherland-Hodgeman Polygon Clipper ................... 556
14.3 DDA and Bresenham’s Line Rasterizers................... 560
14.4 Scan-Based Polygon Rasterizer.......................... 566
14.4.1 Algorithms...................................... 571
14.4.2 Optimizing Using Edge Coherence - Active Edge List 575
14.5 Summary, Notes and More Reading...................... 580
VIII Anatomy of Curves and Surfaces 581
15 Bezier 583
15.1 Bezier Curves.......................................... 584
15.1.1 Linear Bezier Curves............................ 584
15.1.2 Quadratic Bezier Curves......................... 586
15.1.3 Cubic Bezier Curves............................. 589
15.1.4 General Bezier Curves .......................... 591
15.2 Bezier Surfaces........................................ 600
15.3 Summary, Notes and More Reading ....................... 604
16 B-Spline 605
16.1 Problems with Bezier Primitives: Motivating B-Splines . . . 606
16.2 B-Spline Curves....................................... 611
16.2.1 First-Order B-Splines........................... 612
16.2.2 Linear B-Splines................................ 614
16.2.3 Quadratic B-Splines............................. 618
16.2.4 Cubic B-Splines................................. 623
16.2.5 General B-Splines and Non-uniform Knot Vectors . 625
16.3 B-Spline Surfaces...................................... 641
16.4 Drawing B-Spline Curves and Surfaces................... 643
CONTENTS
xiii
16.4.1 B-Spline Curves............................... 643
16.4.2 B-Spline Surfaces............................. 645
16.4.3 Lighting and Texturing a B-Spline Surface.... 646
16.4.4 Trimmed B-Spline Surface...................... 646
16.5 Summary, Notes and More Reading..................... 649
17 Hermite 651
17.1 Hermite Splines...................................... 652
17.2 Natural Cubic Splines................................ 657
17.3 Cardinal Splines .............................. 659
17.4 Hermite Surface Patches.......................... 660
17.5 Summary, Notes and More Reading...................... 662
IX Well Projected 663
18 Applications of Projective Spaces 665
18.1 OpenGL Projection Transformations........................ 666
18.1.1 Viewing Box to Canonical Viewing Box.............. 669
18.1.2 Viewing Frustum to Canonical Viewing Box .... 670
18.1.3 Projection Matrix in the Pipeline................. 675
18.2 Shadow Mapping........................................... 676
18.3 Rational Bezier and NURBS Curves and Surfaces........ 681
18.3.1 Rational Bezier Curves Basics..................... 681
18.3.2 Drawing Rational Bezier Curves.................... 685
18.3.3 Rational Bezier Curves and Conic Sections..... 686
18.3.4 Properties of Rational Bezier Curves ............ 688
18.3.5 Rational Bezier Curves and Projective Invariance . 689
18.3.6 Rational Bezier Curves in the Real World.......... 694
18.3.7 Rational Bezier Surfaces ......................... 695
18.3.8 The ‘R’ in NURBS ................................. 696
18.4 Summary, Notes and More Reading.......................... 697
X The Time is Pipe 699
19 Fixed-Functionality Pipelines 701
19.1 Synthetic-Camera Pipeline................................ 702
19.1.1 Pipeline: Preliminary Version .................... 703
19.1.2 Perspective Division by Zero...................... 704
19.1.3 Rasterization with Perspectively Correct Interpolation 708
19.1.4 Revised Pipeline.................................. 714
19.1.5 OpenGL Fixed-function Pipeline.................... 715
19.1.6 ID Primitive Example ............................. 716
19.1.7 Exercising the Pipeline........................... 719
19.2 Ray Tracing Pipeline...................................... 720
19.2.1 Going Global: Shadows.............................. 723
19.2.2 Going Even More Global: Recursive Reflection and
Transmission....................................... 724
19.2.3 Implementing Ray Tracing........................... 728
19.3 Radiosity................................................. 731
19.3.1 Introduction....................................... 731
19.3.2 Basic Theory....................................... 732
19.3.3 Computing Form Factors............................. 734
19.3.4 Solving the Radiosity Equation to Determine Patch
Brightnesses....................................... 737
19.3.5 Implementing Radiosity............................. 739
19.4 Summary, Notes and More Reading........................... 740
XI Rendering Pipe Dreams 743
20 OpenGL 4.3, Shaders and the Programmable Pipeline:
Liftoff 745
20.1 New Pipeline for OpenGL............................. 746
20.1.1 Shaders in the Rendering Pipeline............. 746
20.1.2 New OpenGL ................................... 748
20.2 GLSL Basics.......................................... 750
20.3 First Core GL 4.3 Program (Dissected) ............... 754
20.4 Animation............................................ 764
20.5 Lighting............................................. 766
20.5.1 Per-Vertex Lighting.......................... 767
20.5.2 Per-Pixel Lighting............................ 771
20.6 Textures............................................. 771
20.7 Summary, Notes and More Reading................. 775
21 OpenGL 4.3, Shaders and the Programmable Pipeline:
Escape Velocity 777
21.1 Toolbox.............................................. 778
21.1.1 VAOs and Instanced Rendering Instead of Display
Lists ......................................... 778
21.1.2 Do-It-Yourself Line Stipples ................. 782
21.1.3 Clipping Planes............................... 783
21.2 Shader Subroutines................................... 784
21.3 More Animation....................................... 787
21.3.1 Picking....................................... 787
21.3.2 Transform Feedback............................ 790
CONTENTS
xv
CONTENTS 21.4 Special Visual Techniques..................................... 794
21.4.1 Points............................................... 795
21.5 Tessellation Shaders........................................ 798
21.5.1 TCS (Tessellation Control Shader).................... 802
21.5.2 TES (Tessellation Evaluation Shader)................. 805
21.5.3 TPG (Tessellation Primitive Generator)............... 807
21.6 Geometry Shaders............................................ 812
21.7 Summary, Notes and More Reading............................. 820
Appendices 821
A Projective Spaces and Transformations 821
A.l Motivation and Definition of the Projective Plane........... 823
A.2 Geometry on the Projective Plane and Point-Line Duality . 825
A.3 Homogeneous Coordinates..................................... 826
A.4 Structure of the Projective Plane........................... 828
A.4.1 Embedding the Real Plane in the Projective Plane . 829
A.4.2 A Thought Experiment.................................. 829
A.4.3 Regular Points and Points at Infinity................. 831
A.5 Snapshot Transformations.................................... 833
A.6 Homogeneous Polynomial Equations............................ 838
A.6.1 More About Point-Line Duality......................... 840
A.6.2 Lifting an Algebraic Curve from the Real to the
Projective Plane..................................... 840
A.6.3 Snapshot Transformations Algebraically................ 845
A.7 The Dimension of the Projective Plane and Its Generalization
to Higher Dimensions ....................................... 845
A.8 Projective Transformations Defined.......................... 847
A.9 Projective Transformations Geometrically.................... 848
A. 10 Relating Projective, Snapshot and Affine Transformations . 855
A. 10.1 Snapshot Transformations via Projective Transfor-
mations ................................................ 855
A. 10.2 Affine Transformations via Projective Transformations 858
A. 11 Designer Projective Transformations....................... 860
B Math Self-Test 867
C Math Self-Test Solutions 875
Bibliography 885
xvi
Subject Index 895 CONTENTS
Program Index 917
xvii
i JfcipM
Computer Science/Computer Engineering/Computing
i
. ” .1 ??K;:
Computer Science/Computer Engineering/Computing
From geometric primitives to animation to 3D modeling to lighting, shading, and
texturing, Computer Graphics Through OpenGL®: From Theory to Experiments,
Second Edition is a comprehensive introduction to computer graphics that uses an
active learning style to teach key concepts. Equally emphasizing theory and practice,
the book provides an understanding not only of the principles of 3D computer graphics,
but also the use of the OpenGL® Application Programming Interface (API) to code 3D
scenes and animation, including games and movies.
The undergraduate core of the book is a one-semester sequence taking the student
from zero knowledge of computer graphics to a mastery of the fundamental concepts
with the ability to code applications using fourth-generation OpenGL. The remaining
chapters explore more advanced topics, including the structure of curves and surfaces
and the application of projective spaces and transformations.
Features
• Covers the foundations of 3D computer graphics, including animation,
visual techniques, and 3D modeling
• Provides comprehensive coverage of OpenGL 4.3, including the GLSL
and vertex, fragment, tessellation, and geometry shaders
• Includes 170 programs with 250 experiments based on them
• Contains 650 exercises, 100 worked examples, and 600 four-color illustrations
• Requires no previous knowledge of computer graphics
Balances theory with programming practice using a hands-on interactive
approach to explain the underlying concepts
ISBN: SVfl-l-MflSB-Saat-N
|
any_adam_object | 1 |
author | Guha, Sumanta |
author_GND | (DE-588)143260871 |
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dewey-ones | 006 - Special computer methods |
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dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
edition | 2nd edition |
format | Book |
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genre | 1\p (DE-588)4123623-3 Lehrbuch gnd-content |
genre_facet | Lehrbuch |
id | DE-604.BV043638382 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:31:13Z |
institution | BVB |
isbn | 9781482258394 |
language | English |
lccn | 014016287 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029052257 |
oclc_num | 889984301 |
open_access_boolean | |
owner | DE-703 |
owner_facet | DE-703 |
physical | xxxi, 919 pages illustrations (some color) |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | CRC Press |
record_format | marc |
series2 | An A K Peters book |
spelling | Guha, Sumanta Verfasser (DE-588)143260871 aut Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand 2nd edition Boca Raton CRC Press [2015] xxxi, 919 pages illustrations (some color) txt rdacontent n rdamedia nc rdacarrier An A K Peters book Includes bibliographical references (pages 885-894) and indexes. - Titelzusatz auf Umschlag: comprehensive coverage of OpenGL 4.3 OpenGL. COMPUTERS / Computer Graphics bisacsh MATHEMATICS / General bisacsh Computer graphics Microcomputers Programming COMPUTERS / Computer Graphics MATHEMATICS / General Computergrafik (DE-588)4010450-3 gnd rswk-swf OpenGL (DE-588)4391716-1 gnd rswk-swf Visualisierung (DE-588)4188417-6 gnd rswk-swf 1\p (DE-588)4123623-3 Lehrbuch gnd-content Computergrafik (DE-588)4010450-3 s OpenGL (DE-588)4391716-1 s Visualisierung (DE-588)4188417-6 s 2\p DE-604 Digitalisierung UB Bayreuth - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029052257&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029052257&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Guha, Sumanta Computer graphics through OpenGL from theory to experiments OpenGL. COMPUTERS / Computer Graphics bisacsh MATHEMATICS / General bisacsh Computer graphics Microcomputers Programming COMPUTERS / Computer Graphics MATHEMATICS / General Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd Visualisierung (DE-588)4188417-6 gnd |
subject_GND | (DE-588)4010450-3 (DE-588)4391716-1 (DE-588)4188417-6 (DE-588)4123623-3 |
title | Computer graphics through OpenGL from theory to experiments |
title_auth | Computer graphics through OpenGL from theory to experiments |
title_exact_search | Computer graphics through OpenGL from theory to experiments |
title_full | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_fullStr | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_full_unstemmed | Computer graphics through OpenGL from theory to experiments Sumanta Guha, Asian Institute of Technology, Thailand |
title_short | Computer graphics through OpenGL |
title_sort | computer graphics through opengl from theory to experiments |
title_sub | from theory to experiments |
topic | OpenGL. COMPUTERS / Computer Graphics bisacsh MATHEMATICS / General bisacsh Computer graphics Microcomputers Programming COMPUTERS / Computer Graphics MATHEMATICS / General Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd Visualisierung (DE-588)4188417-6 gnd |
topic_facet | OpenGL. COMPUTERS / Computer Graphics MATHEMATICS / General Computer graphics Microcomputers Programming Computergrafik OpenGL Visualisierung Lehrbuch |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029052257&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029052257&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT guhasumanta computergraphicsthroughopenglfromtheorytoexperiments |