Learn 3D Computer Graphics with OpenGL: From Theory to Experiments, 3rd Edition Ebookrar
Computer Graphics Using OpenGL 3rd Edition Ebookrar: A Comprehensive Guide to Learn 3D Computer Graphics
Computer graphics is the field of study that deals with creating, manipulating, displaying, and interacting with images generated by computers. It has many applications in various domains such as entertainment, education, engineering, medicine, art, science, etc. Computer graphics can be divided into two main categories: 2D computer graphics which deal with images that have only two dimensions (width and height), such as drawings, paintings, photographs, etc., and 3D computer graphics which deal with images that have three dimensions (width, height, and depth), such as sculptures, models, animations, etc.
Computer Graphics Using OpenGL 3rd Edition Ebookrar
OpenGL is a cross-platform application programming interface (API) that provides low-level access to the graphics hardware for rendering 2D and 3D computer graphics. It is widely used in the industry as a standard for developing high-performance graphics applications such as games, simulations, virtual reality, etc. OpenGL is designed to be portable, efficient, and flexible, allowing programmers to create graphics applications for various platforms and devices with minimal changes in the code.
Computer Graphics Using OpenGL 3rd Edition Ebookrar is a book that covers the foundations of 3D computer graphics, including animation, visual techniques, and 3D modeling, using OpenGL as the main tool. It is a comprehensive introduction to computer graphics that 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 API to code 3D scenes and animation, including games and movies. The book is written by Sumanta Guha, a professor of computer science and engineering who has over 30 years of experience in teaching and researching computer graphics. The book is based on his popular course "Computer Graphics Through OpenGL: From Theory to Experiments" that he has taught at various universities around the world.
The book has many features and benefits that make it a valuable resource for anyone who wants to learn 3D computer graphics using OpenGL. Some of them are:
It covers the latest version of OpenGL (4.x), including the GLSL (OpenGL Shading Language) and the vertex, fragment, tessellation, and geometry shaders that allow programmers to customize the rendering effects.
It includes 180 programs with 270 experiments based on them that illustrate the concepts and techniques discussed in the book. The programs are available for download from the author's website http://www.sumantaguha.com.
It contains 750 exercises, 110 worked examples, and 700 four-color illustrations that reinforce the learning process and enhance the visual appeal of the book.
It requires no previous knowledge of computer graphics or OpenGL and assumes only a basic background in mathematics and programming.
It balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts.
In this article, we will give you an overview of the main topics covered in the book and show you how you can use them to create your own 3D computer graphics applications using OpenGL. We will also provide some examples of the programs and experiments from the book that you can try out yourself. Let's get started!
Tricks of the Trade
The first chapter of the book introduces you to the basics of OpenGL programming and shows you how to set up the environment and tools for developing OpenGL applications. You will learn how to:
Install and configure OpenGL libraries and headers on your system.
Use an integrated development environment (IDE) such as Visual Studio or Code::Blocks to create, compile, link, and run OpenGL programs.
Use GLUT (OpenGL Utility Toolkit) or GLFW (Graphics Library Framework) to create windows, handle user input, and manage events.
Use GLEW (OpenGL Extension Wrangler Library) or GLAD (GL Loader-Generator) to access OpenGL extensions and features.
Use GLM (OpenGL Mathematics Library) or Eigen (C++ Template Library for Linear Algebra) to perform mathematical operations on vectors, matrices, quaternions, etc.
The second chapter of the book teaches you how to use basic geometric primitives and transformations to create simple 2D and 3D shapes and objects. You will learn how to:
Use points, lines, triangles, polygons, quads, fans, strips, loops, etc. to draw basic shapes.
Use colors, materials, normals, smooth shading, flat shading, etc. to add visual attributes to shapes.
Use translation, rotation, scaling, shearing, reflection, etc. to modify the position, orientation, size, shape, etc. of objects.
Use matrices and stacks to store and manipulate transformations.
Use model-view matrix and projection matrix to define the coordinate systems and perspectives for viewing objects.
The third chapter of the book shows you how to create animations and interactive applications using OpenGL. You will learn how to:
Use timers, callbacks, idle functions, etc. to control the timing and sequencing of animations.
Use keyboard input, mouse input, joystick input, etc. to interact with objects and scenes.
Use double buffering, depth buffering, stencil buffering, alpha blending, etc. to improve the quality and performance of animations.
Use display lists, vertex arrays, vertex buffer objects (VBOs), etc. to optimize the rendering speed and memory usage of animations.