This book can be used for introductory undergraduate computer graphics courses over one to two semesters.
The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines.
The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. Lighting Texture Store OpenGL 3.0 introduced the deprecation model the method used to remove features from OpenGL The pipeline remained the same until OpenGL 3. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. OpenGL 2.0 (officially) added programmable shaders.
For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. It also includes updated information and techniques formerly covered in OpenGL Shading Language (the Orange Book). COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINEįrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. This edition of the best-selling Red Book describes the features through OpenGL version 4.3.