Interactive Computer Graphics with WebGL, Global Edition, 7th edition

Published by Pearson Higher Education (May 27, 2016) © 2016

  • Edward Angel University of New Mexico
  • Edward Angel
  • Dave Shreiner
  • Dave Shreiner ARM, Inc.
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This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals.

Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the 7th Edition of Interactive Computer Graphics with WebGL. This is the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasises application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics.

  

Teaching and Learning Experience

This program will provide a better teaching and learning experience–for you and your students. It will help:

  • Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics.
  • Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-based–each application must provide at least a vertex shader and a fragment shader–but also a version that works within the latest web browsers.

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  • Chapter 1 Graphics systems and models
  • Chapter 2 Graphics programming
  • Chapter 3 Interaction and animation
  • Chapter 4 Geometric objects and transformations
  • Chapter 5 Viewing
  • Chapter 6 Lighting and shading
  • Chapter 7 Discrete techniques
  • Chapter 8 From geometry to pixel
  • Chapter 9 Modeling and Hierarchy
  • Chapter 10 Procedural methods
  • Chapter 11 Curves and surfaces
  • Chapter 12 Advanced rendering
  • Appendix A Initialising shaders
  • Appendix B Spaces
  • Appendix C matrices
  • Appendix D Sampling and liaising
  • References

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