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Computer graphics through openGL : from theory to experiments /

Hello WorldAn Invitation to Computer GraphicsOn to OpenGL and 3D Computer Graphics Tricks of the Trade An OpenGL Toolbox Movers and Shapers Transformation, Animation and ViewingInside Animation: The Theory of TransformationsAdvanced Animation Techniques Geometry for the Home Office Convexity and Int...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Guha, Sumanta (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, [2015]
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a Computer graphics through openGL :  |b from theory to experiments /  |c Sumanta Guha. 
250 |a Second edition. 
264 1 |a Boca Raton, FL :  |b CRC Press,  |c [2015] 
264 4 |c ©2015 
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500 |a "An A.K. Peters book." 
504 |a Includes bibliographical references (pages 885-894). 
505 0 |a Part I: Hello World -- Chapter 1: An Invitation to Computer Graphics -- Chapter 2: On to OpenGL and 3D Computer Graphics -- Part II: Tricks of the Trade -- Chapter 3: An OpenGL Toolbox -- Part III: Movers and Shapers -- Chapter 4: Transformation, Animation and Viewing -- Chapter 5: Inside Animation: The Theory of Transformations -- Chapter 6: Advanced Animation Techniques -- Part IV: Geometry for the Home Office -- Chapter 7: Convexity and Interpolation -- Chapter 8: Triangulation -- Chapter 9: Orientation -- Part V: Making Things Up -- Chapter 10: Modeling in 3D Space -- Part VI: Lights, Camera, Equation -- Chapter 11: Color and Light -- Chapter 12: Texture -- Chapter 13: Special Visual Techniques -- Part VII: Pixels, Pixels, Everywhere -- Chapter 14: Raster Algorithms -- Part VIII: Anatomy of Curves and Surfaces -- Chapter 15: Bezier -- Chapter 16: B-Spline -- Chapter 17: Hermite -- Part IX: Well Projected -- Chapter 18: Applications of Projective Spaces -- Part X: The Time is Pipe -- Chapter 19: Fixed-Functionality Pipelines -- Part XI: Rendering Pipe Dreams -- Chapter 20: OpenGL 4.3, Shaders and the Programmable Pipeline: Liftoff -- Chapter 21: OpenGL 4.3, Shaders and the Programmable Pipeline: Escape Velocity. 
520 |a Hello WorldAn Invitation to Computer GraphicsOn to OpenGL and 3D Computer Graphics Tricks of the Trade An OpenGL Toolbox Movers and Shapers Transformation, Animation and ViewingInside Animation: The Theory of TransformationsAdvanced Animation Techniques Geometry for the Home Office Convexity and InterpolationTriangulationOrientation Making Things Up Modeling in 3D Space Lights, Camera, Equation Color and LightTextureSpecial Visual Techniques Pixels, Pixels, Everywhere Raster Algorithms Anatomy of Curves and Surfaces BézierB-SplineHermite Well ProjectedApplications of Projective Spaces The Time. 
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