OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.
- Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces
- Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics
- Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed
- Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text
- TOC and Preface
- Chapter 1 (introduction) (Updated at 230309)
- Chapter 2 (math basics) (Updated at 230309)
- Chapter 3 (modeling) (Updated at 230309)
- Chapter 4 (spaces and transforms) (Updated at 230320)
- Chapter 5 (vertex processing) (Updated at 230322)
- Chapter 6 (OpenGL ES and shader) (Updated at 230405)
- Chapter 7 (rasterizer) (Updated at 230403)
- Chapter 8 (image texturing) (Updated at 230405)
- Chapter 9 (lighting) (Updated at 230417)
- Chapter 10 (output merger) (Updated at 230417)
- Chapter 11 (Euler transforms and quaternions) (videos) (Updated at 230503)
- Chapter 12 (screen-space object manipulation) (Updated at 230501)
- Chapter 13 (character animation) (Updated at 190607)
- Chapter 14 (normal mapping) (Updated at 190607)
- Chapter 15 (shadow mapping) (Updated at 190607)
- Chapter 16 (texturing toward GI)
- Chapter 17 (curves and surfaces)
- Chapter 18 (surface tessellation)