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دانلود کتاب آموزشی Interactive Computer Graphics

نویسنده :Legend
تاریخ:دوشنبه 30 اردیبهشت 1392-02:28 ب.ظ

  مرجع دانلود کتاب های آموزشی | کتابخانه افسانه ای
سال : 2012
صفحه : 778
حجم : 11 MB
قالب : PDF
This book is an introduction to computer graphics, with an emphasis on applica-tions programming. The first edition, which was published in 1997, was some-what revolutionary in using a standard graphics library and a top-down approach.Over the succeeding 13 years and five editions, this approach has been adopted bymost introductory classes in computer graphics and by virtually all the competingtextbooks.

The major changes in graphics hardware over the past few years have led to majorchanges in graphics software. For its first fifteen years, new OpenGL versions werereleased with new versions always guaranteeing backward compatibility. The abilityto reuse code as the underlying software was upgraded was an important virtue, bothfor developers of applications and for instructors of graphics classes. OpenGL 3.0announced major changes, one of the key ones being that, starting with OpenGL 3.1,many of the most common functions would be deprecated. This radical departurefrom previous versions reflects changes needed to make use of the capabilities of the latest programmable graphics units (GPUs). These changes are also part of OpenGLES 2.0, which is being used to develop applications on mobile devices such as cellphones and tablets, and WebGL, which is supported on most of the latest browsers.As the authors of the previous five editions of this textbook (EA) and of theOpenGL Programming Guide and OpenGL ES 2.0 Programming Guide (DS), we wereconfronted with a dilemma as to how to react to these changes. We had been writ-ing books and teaching introductory OpenGL courses at SIGGRAPH for many years.We found that almost no one in the academic community, or application program-mers outside the high-end game world, knew about these changes, and those of ourcolleagues who did know about them did not think we could teach these conceptsat the beginning level. That was a challenge we couldn’t resist. We started by teach-ing a half-day short course at SIGGRAPH, which convinced us that we could teachsomeone without previous graphics programming experience how to write a non-trivial shader-based OpenGL application program with just a little more work thanwith earlier versions of OpenGL.

As we developed this edition, we discovered some other reasons that convincedus that this approach is not only possible but even better for students learning com-puter graphics. Only a short while ago, we touted the advantages OpenGL gave usby being available for Windows, Linux, and Mac OS X so we could teach a course inwhich students could work in the environment they preferred. With OpenGL ES andWebGL they can now develop applications for their cell phones or Web browsers. Webelieve that this will excite both students and instructors about computer graphicsand open up many new educational and commercial opportunities.

We feel that of even greater importance to the learning experience is the removalof most defaults and the fixed function pipeline in these new versions of OpenGL. Atfirst glance, this removal may seem like it would make teaching a first course muchharder. Maybe a little harder; but we contend much better. The tendency of moststudents was to rely on these functions and not pay too much attention to what thetextbook and instructor were trying to teach them. Why bother when they could usebuilt-in functions that did perspective viewing or lighting? Now that those functionsare gone and students have to write their own shaders to do these jobs, they have tostart by understanding the underlying principles and mathematics.
  مرجع دانلود کتاب های آموزشی | کتابخانه افسانه ای
نویسنده : EDWARD ANGEL and DAVE SHREINER

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نوع مطلب : آموزش های OpenGl 
دنبالک ها: آموزش های OpenGl 

 
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