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Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) ebook

by Dave Shreiner,Edward Angel


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)

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.

Edward Angel, University of New Mexico Use of modern Shader-Based OpenGL throughout. No use of OpenGL functions deprecated with OpenGL .

Edward Angel, University of New Mexico. A top-down, 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. Use of modern Shader-Based OpenGL throughout. Increased detail on implementing transformations and viewing in both application code and shaders.

Computer Networking - A Top-down Approach.

55 MB·1,517 Downloads. The development of computer graphics has been driven both by the needs of the user. Computer Networking - A Top-down Approach. 06 MB·1,062 Downloads·New!. Interactive Computer Graphics - A Top-Down Approach 6e By Edward Angel and Dave Shreiner. Two-Dimensional Texture Mapping. The Texture Interactive Comp. Interactive Computer Graphics.

Interactive computer graphics : a top-down approach with shader-based OpenGL, Edward Angel, David Shreiner. 6th ed. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-13-254523-5 (alk. paper) ISBN-10: 0-13-254523-3 (alk. paper) 1. Computer graphics.

Progress: 8. 6% restored

Progress: 8. 6% restored. Edward Angel, Dave Shreiner. 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–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen.

Edward Angel example OpenGL code: runs fine on Lenovo X60, but does not render windows on my desktop . Theoretical Computer Science.

Edward Angel example OpenGL code: runs fine on Lenovo X60, but does not render windows on my desktop (Intel HD Graphics). 0. undefined reference to 'Angel :: InitShader(char const, char const )'.

This page intentionally left blank INTERACTIVE COMPUTER GRAPHICS A TOP-DOWN APPROACH WITH .

This page intentionally left blank INTERACTIVE COMPUTER GRAPHICS A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL® 6th E. .Author: Edward Angel Dave Shreiner.

1. 6 MB. 2 years ago.

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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–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL®, 6e, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics.

Inerrace
Good:
I thought that this book was quite good explaining the theory of computer graphics while using OpenGL (Core Profile) for the API for the practical side of things. I really liked the fact that the core profile of OpenGL was used for the code examples. This is definitely the way to go for OpenGL. The fixed function pipeline is on its way out. Also I'm glad the author discussed shaders and buffers so early on in the book rather than use a wrapper library. The book contains excellent exercises for students to answer, although I didn't really go into them.

Bad:
Since OpenGL was used after the theory was explained I felt I needed to read up further on the OpenGL commands from the OpenGL website as a reference. I had some trouble in getting the code to work on Windows 7 64 bit using MS visual studio 2010 express edition. I ended up downloading the latest versions of glew and freeglut rather than using the libraries that the author had packaged in a zip file with his code. I also had to fix a bug in the code that read from the shader files. There are a few other mistakes too regarding offsets of buffer data in vertex array objects. The code example of bump mapping is just plain wrong and I haven't got it to work yet. The author does give me a framework to use for setting up OpenGL but code examples should always work and not be so difficult to setup. I really wish the author had put just a little more effort with some of it. The book is a little expensive too. It's double the price of some other books on the market on the same subject e.g. OpenGL Superbible 5th Ed which I also own (although that book is just plain terrible with use of a wrapper library for vertex arrays, at least its code works right off the bat).

As a side note, I had to put the line glewExperimental = GL_TRUE; just before the glewInit() function call before things worked. I'm not sure if this is because of my version of Windows or not.

Overall, I give three stars as the theory was really good though I felt at this price the quality of the code was lacking.
The Sphinx of Driz
Author as in all his previous editions tries to explain all the aspect neccessary yo grasp the topic. Strangly i have noticed that that since the most 3rd versipn not enougth aytention is given to bump mapping mathetatical side is assuming the reader knows differentials but no practical example is given.
as well as quaternions are touches on the surface. Very beautif part of them is SLERP thich opens the eyes of the reader to intepolation techniques and its not mentioned in the book.
Anarasida
good
Stoneshaper
I purchased this book as I wanted to learn a newer version of OpenGL (version 3 and above) and found it not too bad, but NOT good.
At the moment, with the exception of the OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) it is the only book I found on the subject. Having looked at both of these books I liked Angel's better, but it still leaves a lot to be desired.
To supplement this book I would recommend the tutorial by "arcsynthesis" which is really good.
I learned mostly from the tutorial and supplemented the theory side with the book.

About the book:
The book covers graphics theory in a decent way, although I find it quite dry and hard to follow at times;
but most of the stuff needed is there.
On the examples side it is quite bad.
Some examples printed in the book are different from the ones available for download. The download ones are buggy compared to the printed version. As well the code is nicely organised in the book, however, the code online is horrible in my opinion, and on top of it all the makefiles provided don't work. Hopefully they will get fixed soon.

Another thing I found annoying is when the author claims the code is in the back of the book, but it is not.
example: Chapter 2 3D Gasket, on pg 97 says that "The complete program is given in Appendix A", and it is not.
I guess it needs better editing.
mr.Mine
I took a class which required me to buy this book. I failed and yelled at my teacher.
Llanonte
If you need it as a textbook like I did, you have to buy it. But if you're trying to learn OpenGL on your own you might not find this helpful. The book throws so much information at you in such a small amount of space it was really very hard to grasp, even as a student who was taking a course on OpenGl. I did not find this book very helpful.
AnnyMars
This is a book very easy to read, it has the necessary content to learn about computer graphics
and is well updated. Very useful if you will do computer graphics with OpenGL and C++
school for son
Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) ebook
Author:
Dave Shreiner,Edward Angel
Category:
Programming
Subcat:
EPUB size:
1375 kb
FB2 size:
1441 kb
DJVU size:
1778 kb
Language:
Publisher:
Pearson; 6 edition (April 10, 2011)
Pages:
768 pages
Rating:
4.4
Other formats:
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