ABSTRACT

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.

Key Features:

  • 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.

part 1

Part I Rendering Pipeline

chapter 1|6 pages

Introduction

chapter 2|9 pages

Mathematics: Basics

chapter 3|13 pages

Modeling

chapter 4|21 pages

Spaces and Transforms

chapter 5|21 pages

Vertex Processing

chapter 6|11 pages

OpenGL ES and Shader

chapter 7|16 pages

Rasterizer

chapter 8|24 pages

Image Texturing

chapter 9|12 pages

Lighting

chapter 10|7 pages

Output Merger

part 2|1 pages

Part II Advanced Topics

chapter 11|17 pages

Euler Transforms and Quaternions

chapter 12|17 pages

Screen-space object Manipulation

chapter 13|24 pages

Character Animation

chapter 14|21 pages

Normal Mapping

chapter 15|18 pages

Shadow Mapping

chapter 16|21 pages

Texturing toward Global Illumination

chapter 17|23 pages

Parametric Curves and Surfaces

chapter 18|23 pages

Surface Tessellation