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Computer graphics programming in OpenGL with Java /

With numerous examples that the reader can run just as presented, this book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. --

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Gordon, V. Scott (Autor), Clevenger, John (Professor of Computer science) (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Dulles, Virginia : Mercury Learning and Information, [2017]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Gordon, V. Scott,  |e author. 
245 1 0 |a Computer graphics programming in OpenGL with Java /  |c V. Scott Gordon, John Clevenger. 
264 1 |a Dulles, Virginia :  |b Mercury Learning and Information,  |c [2017] 
264 4 |c Ã2017 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
588 0 |a Print version record. 
505 0 |a Cover Page; Halftitle; Title Page; Copyright; Contents; Preface; Intended Audience; How to Use This Book; Acknowledgments; About the Authors; Chapter 1. Getting Started; 1.1 Languages and Libraries; 1.1.1 Java; 1.1.2 OpenGL/GLSL; 1.1.3 JOGL; 1.1.4 graphicslib3D; 1.2 Installation and Configuration; 1.2.1 Installing Java; 1.2.2 Installing OpenGL/GLSL; 1.2.3 Installing JOGL; 1.2.4 Installing graphicslib3D; Chapter 2. JOGL and the OpenGL Graphics Pipeline; 2.1 The OpenGL Pipeline; 2.1.1 Java/JOGL Application; 2.1.2 Vertex and Fragment Shaders; 2.1.3 Tessellation; 2.1.4 Geometry Shader 
505 8 |a 2.1.5 Rasterization. 2.1.6 Fragment Shader; 2.1.7 Pixel Operations; 2.2 Detecting OpenGL and GLSL Errors; 2.3 Reading GLSL Source Code from Files; 2.4 Building Objects from Vertices; 2.5 Animating a Scene; Chapter 3. Mathematical Foundations; 3.1 3D Coordinate Systems; 3.2 Points; 3.3 Matrices; 3.4 Transformation Matrices; 3.4.1 Translation; 3.4.2 Scaling; 3.4.3 Rotation; 3.5 Vectors; 3.5.1 Uses for Dot Product; 3.5.2 Uses for Cross Product; 3.6 Local and World Space; 3.7 Eye Space and the Synthetic Camera; 3.8 Projection Matrices; 3.8.1 The Perspective Projection Matrix 
505 8 |a 3.8.2 The Orthographic Projection Matrix. 3.9 Look-At Matrix; 3.10 GLSL Functions for Building Matrix Transforms; Chapter 4. Managing 3D Graphics Data; 4.1 Buffers & Vertex Attributes; 4.2 Uniform Variables; 4.3 Interpolation of Vertex Attributes; 4.4 Model-View and Perspective Matrices; 4.5 Our First 3D Program -- a 3D Cube; 4.6 Rendering Multiple Copies of an Object; 4.6.1 Instancing; 4.7 Rendering Multiple Different Models in a Scene; 4.8 Matrix Stacks; 4.9 Combating "Z-Fighting" Artifacts; 4.10 Other Options for Primitives; 4.11 Back-Face Culling; Chapter 5. Texture Mapping 
505 8 |a 5.1 Loading Texture Image Files; 5.2 Texture Coordinates; 5.3 Creating a Texture Object; 5.4 Constructing Texture Coordinates; 5.5 Loading Texture Coordinates into Buffers; 5.6 Using the Texture in a Shader: Sampler Variables and Texture Units; 5.7 Texture Mapping: Example Program; 5.8 Mipmapping; 5.9 Anisotropic Filtering; 5.10 Wrapping and Tiling; 5.11 Perspective Distortion; 5.12 Loading Texture Image Files Using Java AWT Classes; Chapter 6. 3D Models; 6.1 Procedural Models -- Building a Sphere; 6.2 OpenGL Indexing -- Building a Torus; 6.2.1 The Torus; 6.2.2 Indexing in OpenGL 
505 8 |a 6.3 Loading Externally Produced Models; Chapter 7. Lighting; 7.1 Lighting Models; 7.2 Lights; 7.3 Materials; 7.4 ADS Lighting Computations; 7.5 Implementing ADS Lighting; 7.5.1 Gouraud Shading; 7.5.2 Phong Shading; 7.6 Combining Lighting and Textures; Chapter 8. Shadows; 8.1 The Importance of Shadows; 8.2 Projective Shadows; 8.3 Shadow Volumes; 8.4 Shadow Mapping; 8.4.1 Shadow Mapping (PASS ONE) -- "Draw" Objects from Light Position; 8.4.2 Shadow Mapping (Intermediate Step) -- Copying the Z-Buffer to a Texture; 8.4.3 Shadow Mapping (PASS TWO) -- Rendering the Scene with Shadows 
520 |a With numerous examples that the reader can run just as presented, this book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. --  |c Edited summary from book. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
630 0 0 |a OpenGL. 
630 0 7 |a OpenGL.  |2 fast  |0 (OCoLC)fst01380188 
650 0 |a Computer graphics. 
650 0 |a Java (Computer program language) 
650 6 |a Infographie. 
650 6 |a Java (Langage de programmation) 
650 7 |a computer graphics.  |2 aat 
650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119 
650 7 |a Java (Computer program language)  |2 fast  |0 (OCoLC)fst00982065 
700 1 |a Clevenger, John  |c (Professor of Computer science),  |e author. 
776 0 8 |i Electronic reproduction of (manifestation):  |a Gordon, V. Scott.  |t Computer graphics programming in OpenGL with Java.  |d Dulles, Virginia : Mercury Learning and Information, [2017]  |z 1683920279  |w (OCoLC)978511967 
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