Introduction to Computer Graphics with OpenGL ES

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics, Application Software, Computer Graphics
Cover of the book Introduction to Computer Graphics with OpenGL ES by JungHyun Han, CRC Press
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Author: JungHyun Han ISBN: 9780429811197
Publisher: CRC Press Publication: May 23, 2018
Imprint: CRC Press Language: English
Author: JungHyun Han
ISBN: 9780429811197
Publisher: CRC Press
Publication: May 23, 2018
Imprint: CRC Press
Language: English

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.

Key Features:

  • Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces

    Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics

    Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed

    Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

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OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.

Key Features:

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