Developing Graphics Frameworks with Java and OpenGL (häftad)
Fler böcker inom
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
298
Utgivningsdatum
2022-06-22
Förlag
CRC Press
Medarbetare
Cona, James
Illustratör/Fotograf
black and white 135 Illustrations 135 Line drawings, color 19 Line drawings color 19 Illustrati
Illustrationer
135 Line drawings, color; 19 Line drawings, black and white; 135 Illustrations, color; 19 Illustrati
Dimensioner
251 x 175 x 20 mm
Vikt
636 g
Antal komponenter
1
Komponenter
1366:Standard Color 7 x 10 in or 254 x 178 mm Perfect Bound on White w/Gloss Lam
ISBN
9780367720698
Developing Graphics Frameworks with Java and OpenGL (häftad)

Developing Graphics Frameworks with Java and OpenGL

Häftad, Engelska, 2022-06-22
803
  • Skickas inom 3-6 vardagar.
  • Gratis frakt inom Sverige över 199 kr för privatpersoner.
Finns även som
Visa alla 3 format & utgåvor
a balanced blend of theoretical and practical information that enables readers to develop 3D worlds quickly and efficiently.
Visa hela texten

Passar bra ihop

  1. Developing Graphics Frameworks with Java and OpenGL
  2. +
  3. Essential Mathematics for Games and Interactive Applications

De som köpt den här boken har ofta också köpt Essential Mathematics for Games and Interactive... av James M Van Verth, Lars M Bishop (inbunden).

Köp båda 2 för 2446 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Fler böcker av författarna

Övrig information

Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming. James Cona is an up and coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.

Innehållsförteckning

About the Authors 1. Introduction to Computer Graphics 1.1 Core Concepts and Vocabulary 1.2 The Graphics Pipeline 1.2.1 Application Stage 1.2.2 Geometry Processing 1.2.3 Rasterization 1.2.4 Pixel Processing 1.3 Setting up a Development Environment 1.4 Summary and Next Steps 2. Introduction to LWJGL and OpenGL 2.1 Creating Windows with LWJGL 2.2 Drawing a Point 2.2.1 OpenGL Shading Language 2.2.2 Compiling GPU Programs 2.2.3 Rendering in the Application 2.3 Drawing Shapes 2.3.1 Using Vertex Buffers 2.3.2 An Attribute Class 2.3.3 Hexagons, Triangles and Squares 2.3.4 Passing Data Between Shaders 2.4 Working with Uniform Data 2.4.1 Introduction to Uniforms 2.4.2 A Uniform Class 2.4.3 Applications and Animations 2.5 Adding Interactivity 2.5.1 Keyboard Input with LWJGL 2.5.2 Incorporating with Graphics Programs 2.6 Summary and Next Steps 3. Matrix Algebra and Transformations 3.1 Introduction to Vectors and Matrices 3.1.1 Vector Definitions and Operations 3.1.2 Linear Transformations and Matrices 3.1.3 Vectors and Matrices in Higher Dimensions 3.2 Geometric Transformations 3.2.1 Scaling 3.2.2 Rotation 3.2.3 Translation 3.2.4 Projections 3.2.5 Local Transformations 3.3 A Matrix Class 3.4 Incorporating with Graphics Programs 3.5 Summary and Next Steps 4. A Scene Graph Framework 4.1 Overview of Class Structure 4.2 3D Objects 4.2.1 Scene and Group 4.2.2 Camera 4.2.3 Mesh 4.3 Geometry objects 4.3.1 Rectangles 4.3.2 Boxes 4.3.3 Polygons 4.3.4 Parametric Surfaces and Planes 4.3.5 Spheres and Related Surfaces 4.3.6 Cylinders and Related Surfaces 4.4 Material objects 4.4.1 Base Class 4.4.2 Basic Materials 4.5 Rendering Scenes 4.6 Custom Geometry and Material Objects 4.7 Extra Components 4.7.1 Axes and Grids 4.7.2 Movement Rig 4.8 Summary and Next Steps 5. Textures 5.1 A Texture Class 5.2 Texture Coordinates 5.2.1 Rectangles 5.2.2 Boxes 5.2.3 Polygons 5.2.4 Parametric Surfaces 5.3 Using Textures in Shaders 5.4 Rendering Scenes with Textures 5.5 Animated Effects with Custom Shaders 5.6 Procedurally Generated Textures 5.7 Using Text in Scenes 5.7.1 Billboarding 5.7.2 Heads-Up Displays and Orthogonal Cameras 5.8 Rendering Scenes to Textures 5.9 Post-Processing 5.10 Summary and Next Steps 6. Light and Shadow 6.1 Introduction to Lighting 6.2 Light Classes 6.3 Normal Vectors 6.3.1 Rectangles 6.3.2 Boxes 6.3.3 Polygons 6.3.4 Parametric Surfaces 6.4 Using Lights in Shaders 6.4.1 Structs and Uniforms 6.4.2 Light-Based Materials 6.5 Rendering Scenes with Lights 6.6 Extra Components 6.7 Bump Mapping 6.8 Bloom and Glow Effects 6.9 Shadows 6.9.1 Theoretical Background 6.9.2 Adding Shadows to the Framework 6.10 Summary and Next Steps Index