Introduction to computer graphics : using OpenGL and Java / Karsten Lehn, Merijam Gotzes, Frank Klawonn.

A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality. This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, i...

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Bibliographic Details
Main Authors: Lehn, Karsten (Author), Gotzes, Merijam (Author), Klawonn, F. (Author)
Format: eBook
Language:English
German
Published: Cham : Springer, [2023]
Edition:Third edition.
Series:Undergraduate topics in computer science.
Subjects:
Online Access:Click for online access
Uniform Title:Grundkurs Computergrafik mit Java.

MARC

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041 1 |a eng  |h ger 
050 4 |a T386.O64 
049 |a HCDD 
100 1 |a Lehn, Karsten,  |e author. 
240 1 0 |a Grundkurs Computergrafik mit Java.  |l English 
245 1 0 |a Introduction to computer graphics :  |b using OpenGL and Java /  |c Karsten Lehn, Merijam Gotzes, Frank Klawonn. 
250 |a Third edition. 
264 1 |a Cham :  |b Springer,  |c [2023] 
264 4 |c ©2023 
300 |a 1 online resource (xv, 467 pages) :  |b illustrations (some color). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Undergraduate topics in computer science 
546 |a Translated from German. 
504 |a Includes bibliographical references and index. 
520 |a A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality. This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with usage of example programs and exercises. Topics and features: Contains pedagogical tools, including easy-to-understand example programs and end-of-chapter exercises Presents a practical guide to basic computer graphics programming using the Open Graphics Library (OpenGL) and the widely used Java programming language Includes new and expanded content on the OpenGL graphics pipelines, shader programming, drawing basic objects using the OpenGL, three-dimensional modelling, quaternions, rasterisation, antialiasing and more Supplies complete Java project examples as supplementary material This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics. It will enable readers to immediately implement these concepts using the OpenGL and Java (with only elementary knowledge of the programming language). Prof. Dr.-Ing. Karsten Lehn works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts. Prof. Dr. Merijam Gotzes is teaching at Hamm-Lippstadt University of Applied Sciences. Prof. Dr. Frank Klawonn is head of the Data Analysis and Pattern Recognition Laboratory at the Ostfalia University of Applied Sciences and heads the Biostatistics Research Group at the Helmholtz Centre for Infection Research. 
588 0 |a Online resource; title from PDF title page (SpringerLink, viewed June 16, 2023). 
505 0 |a Intro -- Preface to the Third Edition -- Acknowledgement -- Contents -- 1 Introduction -- 1.1 Application Fields -- 1.2 From the Real Scene to the Computer Generated Image -- 1.3 Rendering and Rendering Pipeline -- 1.4 Objectives of This Book and Recommended Reading Order for the Sections -- 1.5 Structure of This Book -- 1.6 Exercises -- References -- 2 The Open Graphics Library (OpenGL) -- 2.1 Graphics Programming Interfaces -- 2.2 General About the OpenGL -- 2.3 The OpenGL and Java -- 2.4 Profiles -- 2.5 OpenGL Graphics Pipelines -- 2.5.1 Vertex Processing -- 2.5.2 Vertex Post-Processing 
505 8 |a 2.5.3 Primitive Assembly -- 2.5.4 Rasterisation -- 2.5.5 Fragment Processing -- 2.5.6 Per-Fragment Operations -- 2.5.7 Framebuffer -- 2.6 Shaders -- 2.7 OpenGL Programming with JOGL -- 2.8 Example of a JOGL Program Without Shaders -- 2.9 Programming Shaders -- 2.9.1 Data Flow in the Programmable Pipeline -- 2.9.2 OpenGL and GLSL Versions -- 2.9.3 OpenGL Extensions -- 2.9.4 Functions of the GLSL -- 2.9.5 Building a GLSL Shader Program -- 2.10 Example of a JOGL Program Using GLSL Shaders -- 2.11 Efficiency of Different Drawing Methods -- 2.12 Exercises -- Exercises -- References 
505 8 |a 3 Basic Geometric Objects -- 3.1 Surface Modelling -- 3.2 Basic Geometric Objects in the OpenGL -- 3.2.1 Points -- 3.2.2 Lines -- 3.2.3 Triangles -- 3.2.4 Polygon Orientation and Filling -- 3.2.5 Polygons -- 3.2.6 Quadrilaterals -- 3.3 OpenGL Drawing Commands -- 3.3.1 Indexed Draw -- 3.3.2 Triangle Strips -- 3.3.3 Primitive Restart -- 3.3.4 Base Vertex and Instanced Rendering -- 3.3.5 Indirect Draw -- 3.3.6 More Drawing Commands and Example Project -- 3.4 Exercises -- References -- 4 Modelling Three-Dimensional Objects -- 4.1 From the Real World to the Model 
505 8 |a 4.2 Three-Dimensional Objects and Their Surfaces -- 4.3 Modelling Techniques -- 4.4 Modelling the Surface of a Cube in the OpenGL -- 4.5 Surfaces as Functions in Two Variables -- 4.5.1 Representation of Landscapes -- 4.6 Parametric Curves and Freeform Surfaces -- 4.6.1 Parametric Curves -- 4.6.2 Efficient Computation of Polynomials -- 4.6.3 Freeform Surfaces -- 4.7 Normal Vectors for Surfaces -- 4.8 Exercises -- References -- 5 Geometry Processing -- 5.1 Geometric Transformations in 2D -- 5.1.1 Homogeneous Coordinates -- 5.1.2 Applications of Transformations 
505 8 |a 5.1.3 Animation and Movements Using Transformations -- 5.1.4 Interpolators for Continuous Changes -- 5.2 Geometrical Transformations in 3D -- 5.2.1 Translations -- 5.2.2 Scalings -- 5.2.3 Rotations Around x-, y- and z-Axis -- 5.2.4 Calculation of a Transformation Matrix with a Linear System of Equations -- 5.3 Switch Between Two Coordinate Systems -- 5.4 Scene Graphs -- 5.4.1 Modelling -- 5.4.2 Animation and Movement -- 5.4.3 Matrix Stacks and Their Application in the OpenGL -- 5.5 Arbitrary Rotations in 3D: Euler Angles, Gimbal Lock, and Quaternions -- 5.5.1 Rotation Around Any Axis 
630 0 0 |a OpenGL. 
630 0 7 |a OpenGL  |2 fast 
650 0 |a Computer graphics. 
650 0 |a Java (Computer program language) 
650 7 |a computer graphics.  |2 aat 
650 7 |a Computer graphics  |2 fast 
650 7 |a Java (Computer program language)  |2 fast 
700 1 |a Gotzes, Merijam,  |e author. 
700 1 |a Klawonn, F.,  |e author. 
776 0 8 |c Original  |z 3031281349  |z 9783031281341  |w (OCoLC)1369677894 
830 0 |a Undergraduate topics in computer science. 
856 4 0 |u https://holycross.idm.oclc.org/login?auth=cas&url=https://link.springer.com/10.1007/978-3-031-28135-8  |y Click for online access 
903 |a SPRING-ALL2023 
994 |a 92  |b HCD