NLU Meghalaya Library

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Handbook of computer programming with Python / edited by Dimitrios Xanthidis, Christos Manolas, Ourania K. Xanthidou, Han-I Wang.

Contributor(s): Material type: TextPublisher: Boca Raton : CRC Press, [2023]Copyright date: ©2023Edition: First editionDescription: 1 online resource : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781003139010
  • 1003139019
  • 9781000619553
  • 1000619559
  • 9781000619867
  • 1000619869
Subject(s): DDC classification:
  • 005.13/3 23/eng/20220416
LOC classification:
  • QA76.73.P98
Online resources: Summary: "From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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®, as well as using WebGL® in order to publish to the web. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well"-- Provided by publisher.
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"From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which 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 takes 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®, as well as using WebGL® in order to publish to the web. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well"-- Provided by publisher.

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