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Addison-Wesley / Prentice Hall

Computer Science

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Computer Graphics Using Open GL, 2/E
Francis S. Hill, Jr.University of Massachusetts, Amherst

ISBN-10: 0023548568
ISBN-13:  9780023548567

Publisher:  Prentice Hall
Copyright:  2001
Format:  Cloth; 922 pp
Published:  05/03/2000

Designed for undergraduate Computer Graphics courses.

Highly practical—and exceptionally accessible—this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Thorough and integrated in approach, it carefully presents each concept, explains the underlying mathematics and why it is important, shows how to translate the math into program code, and shows the result.



This product accompanies:
Hill, Jr. & Kelley,  Computer Graphics Using OpenGL, 3/E

  • NEW - Uses OpenGL as the supporting software—An appendix explains how to obtain it (free downloads) and how to install it on a wide variety of platforms.
    • Enables students using a variety of machines to produce dazzling graphics; it gives students an immediate sense of success by allowing them to make intricate 2D drawings right in Chapter 2. Ex.___

  • NEW - Uses C++ as the underlying programming language—Introduces useful classes for graphics, but does not force a rigid object-oriented posture.
    • Suggests how students who wish to stay with C can use alternative structures. Ex.___

  • NEW - Earlier and more in-depth treatment of 3D graphics and the underlying mathematics.
    • Allows students to produce realistic 3D graphics much earlier in a course. Students can write programs to “fly” a camera through a 3D scene. Ex.___

  • NEW - Updates all content to reflect the advances in the field.
    • Provides students with the most current information about the field. Ex.___

  • NEW - Extensive case studies at the end of each chapter.
    • Provides students with opportunities to further explore topics discussed in the chapters. Gives instructors numerous ideas for student projects. Ex.___

  • NEW - A clearer flow of ideas from first principles to the techniques of graphics—Develops the underlying mathematics from first principles.
    • Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work. Ex.___

  • NEW - A powerful Scene Design Language (SDL) is introduced and described; C++ code for the SDL interpreter is available on the book's web site.
    • Allows students to create complex 3D scene files with ease, and to read them into their programs. Ex.___

  • NEW - An Appendix on the PostScript language shows how this powerful page layout language operates.
    • Allows students to write PostScript “scripts” and produce complex pictures on laser printers. Ex.___

  • Carefully lays out the links between a concept, underlying mathematics, program coding, and the result—e.g., the use of vectors in graphics, the underlying theory of transformations, the mathematics of perspective projections, etc.
    • Shows students how each step is done, and where the math fits in. Ex.___

  • An abundance of state-of-the-art worked examples—Relates them to things students frequently see on the Internet.
    • Helps students grasp concepts by connecting them to things they are familiar with. Ex.___

  • Numerous practice exercises (approx. 30 per chapter).
    • Provides students with numerous opportunities to test their knowledge. Ex.___

  • Uses OpenGL as the supporting software—An appendix explains how to obtain it (free downloads) and how to install it on a wide variety of platforms.
    • Enables students using a variety of machines to produce dazzling graphics; it gives students an immediate sense of success by allowing them to make intricate 2D drawings right in Chapter 2. Ex.___

  • Uses C++ as the underlying programming language—Introduces useful classes for graphics, but does not force a rigid object-oriented posture.
    • Suggests how students who wish to stay with C can use alternative structures. Ex.___

  • Earlier and more in-depth treatment of 3D graphics and the underlying mathematics.
    • Allows students to produce realistic 3D graphics much earlier in a course. Students can write programs to “fly” a camera through a 3D scene. Ex.___

  • Updates all content to reflect the advances in the field.
    • Provides students with the most current information about the field. Ex.___

  • Extensive case studies at the end of each chapter.
    • Provides students with opportunities to further explore topics discussed in the chapters. Gives instructors numerous ideas for student projects. Ex.___

  • A clearer flow of ideas from first principles to the techniques of graphics—Develops the underlying mathematics from first principles.
    • Shows students where the math comes from, why it is used, and how it is applied, allowing them to grasp it much more quickly and apply it to their graphics work. Ex.___

  • A powerful Scene Design Language (SDL) is introduced and described; C++ code for the SDL interpreter is available on the book's web site.
    • Allows students to create complex 3D scene files with ease, and to read them into their programs. Ex.___

  • An Appendix on the PostScript language shows how this powerful page layout language operates.
    • Allows students to write PostScript “scripts” and produce complex pictures on laser printers. Ex.___



 1. Introduction to Computer Graphics.


 2. Getting Started Drawing Figures.


 3. More Drawing Tools.


 4. Vector Tools for Graphics.


 5. Transformations of Objects.


 6. Modeling Shapes with Polygonal Meshes.


 7. Three-Dimensional Viewing.


 8. Rendering Faces for Realism.


 9. Approaches to Infinity.


10. Tools for Raster Displays.


11. Curve and Surface Design.


12. Color Theory.


13. Hidden Surface Removal.


14. Ray Tracing.


Appendix 1: Graphing Tools—Obtaining OpenGL.


Appendix 2: Some Mathematics for Computer Graphics.


Appendix 3: Some Useful Classes and Utility Routines.


Appendix 4: An Introduction to PostScript®.


Appendix 5: An Introduction to SDL.

  • 9780131496705
    Computer Graphics Using OpenGL, 3/E
    Hill, Jr. & Kelley
    ©2007 | Prentice Hall | Paper; 920 pp | Instock
    ISBN-10: 0131496700 | ISBN-13: 9780131496705
    Brief Description

F. S. HILL, JR., is Professor of Electrical and Computer Engineering at the University of Massachusetts-Amherst. He received a Ph.D. degree from Yale University in 1968, worked for three years in digital data transmission at Bell Telephone Laboratories, and joined the University in 1970. He is the author of numerous articles in the field of signal processing, communications, and computer graphics. He has co-authored an introductory book on engineering as well as authoring his second book on computer graphics. Francis S Hill, Jr., has won several awards for outstanding teaching.

This text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students and professionals see every day on the Internet and in computer-generated movies. The author has written a highly practical and exceptionally accessible text, thorough and integrated in approach. Concepts are carefully presented, underlying mathematics are explained, and the importance of each concept is highlighted. This book shows the reader how to translate the math into program code and shows the result. This new edition provides readers with the most current information in the field of computer graphics.

  • NEW-Uses OpenGL as the supporting software-An appendix explains how to obtain it (free downloads) and how to install it on a wide variety of platforms
  • .

  • NEW-Uses C++ as the underlying programming language. Introduces useful classes for graphics but does not force a rigid object-oriented posture
  • .

  • NEW-Earlier and more in-depth treatment of 3D graphics and the underlying mathematics
  • .

  • NEW-Updates al content to reflect the advances in the field
  • .

  • NEW-Extensive case studies at the end of each chapter
  • .

  • NEW-A clearer flow of ideas from first principles to the techniques of graphics
  • .

  • NEW-A powerful Scene Design Language (SDL) is introduced and described; C++ code for the SDL interpreter is available on the book's Web site
  • .

  • NEW-An Appendix on the PostScript language shows how this powerful page layout language operates
  • .

  • Lays out the links between a concept, underlying mathematics, program coding, and the result
  • .

  • Includes an abundance of state-of-the-art worked examples
  • .

  • Provides a Companion Web site http://www.prenhall.com/hill

Companion Website - Hill, 2/E
Hill
©2000 | Prentice Hall | On-line Supplement | Instock
ISBN-10: 0130886890 | ISBN-13: 9780130886897


Bridge Page, 2/E
Hill
©2000 | Prentice Hall | On-line Supplement; 0 pp | Instock
ISBN-10: 0130903051 | ISBN-13: 9780130903051


Companion Website - Hill, 2/E
Hill
©2000 | Prentice Hall | On-line Supplement | Instock
ISBN-10: 0130886890 | ISBN-13: 9780130886897


Instructor's Resource CD, 2/E
Hill
©2001 | Prentice Hall | On-line Supplement; 0 pp | Instock
ISBN-10: 0130885649 | ISBN-13: 9780130885647
    View Downloadable Files

Companion Website - Hill, 2/E
Hill
©2000 | Prentice Hall | On-line Supplement | Instock
ISBN-10: 0130886890 | ISBN-13: 9780130886897


Companion Website - Hill, 2/E
Hill
©2000 | Prentice Hall | On-line Supplement | Instock
ISBN-10: 0130886890 | ISBN-13: 9780130886897


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