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.
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