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Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya
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Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya® By Shalini Govil-Pai Publisher: Springer Number Of Pages: 296 Publication Date: 2005-05-06 ISBN-10 / ASIN: 0387955046 ISBN-13 / EAN: 9780387955049 Binding: Hardcover Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of "Principles of Computer Graphics and OpenGL" is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts, and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses. Summary: natural choices of languages Rating: 4 The book has ambitious remit. It combines in one cover what is often covered two separate types of books. One type devoted to the mathematics and optics of graphics. The other devoted to teaching the use of a particular graphics language. The former can have the drawback that a student finds it difficult or laborious to implement the equations. The latter's drawback is that often it assumes you already know all the ideas of graphics. Luckily, the book has made a natural choice of using OpenGL and Maya. OpenGL is the de facto preferred language in the industry. One that is owned by no company. Unlike Java or C# in other contexts, for example. To a lesser extent than OpenGL, Maya is also in very heavy usage. So you can easily try out various graphics algorithms in OpenGL. Without having to write a graphics framework from scratch. And of course the expertise you gain in those languages helps your marketability http://rapidshare.com/files/88275612/presse6.rar [ Last edited by dongmy526 on 2008-5-18 at 17:43 ] |
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