Features
- Cover Type: Hard Cover with 719 pages
- Published by: Addison Wesley
- Edition: 3rd Edition July 16, 2002
- Written in: English
- ISBN 10 Number: 0201773430
- ISBN 13 Number: 978-0201773439
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Book Dimensions:
9.5 x 8.1 x 1.3 inches
- Weighs: 3.2 pounds
Book Description
This book teaches beginners how to create interesting computer graphics. It takes a top-down approach that starts readers creating interesting computer graphics from the start using OpenGL.
Interactive Computer Graphics, 3/e features a top-down, programming-oriented approach to computer graphics. Capitalizing upon this top-down and hands-on approach, the text quickly gets readers writing interesting 3D graphics programs. Angel uses OpenGL, a graphics library supported by most workstations, as well as the C and C++
programming languages, allowing readers to be aware of what is happening at the lowest levels of computer-graphics programming. This revision includes extensive 2-color art and graphics to bring important concepts to life.
This book is ideal for programmers looking for a hands-on introduction to computer-graphics programming that allows them to start writing 3D graphics programs early on.
Book Info
Beginning text incorporates application programs into each chapter so that students can quickly begin to create 3D graphics.
--This text refers to an out of print or unavailable edition of this title.
Reader Reviews
This review is from: Interactive Computer Graphics: A Top-Down Approach with OpenGL (2nd Edition) (Hardcover)
Visit WSU Virtual Worlds. In terms of an academic book, I preferred "Computer Graphics Using Open GL" by Francis S. Hill Jr. However, there are many helpful graphic concepts in the "Interactive Computer Graphics" book. One of the most valued concepts in this book for me was the explanation of the scenegraph. I was able to write c/c++ functions that allowed the creation of a scene graph. In my most recent game "GL Tank Maze 2001," I have multiple environments which the user can explore, such as: wall maze and tree maze. Each environment has a scene graph that loads or unloads. In one level, I have a mechrobot that is total controlled by the scenegraph and engines that plug into the scene graph. I found the book to be a nice blend between academic and game development. Academically, the book focuses on most of the classical graphical concepts: affine transformations, clipping, splines, and texture mapping. Codewise, the book has some nice examples for building a 3D mouse function. One of the disadvantages to the book is that each concept is not robustly backed up with code samples like the Super Bible. However, if your a reasonable GL programmer this will not be a barrier.
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