From geometric primitives, animation, and 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics using an active learning style to teach key concepts. 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(R) Application Programming Interface (API) to code 3D scenes and animation, including games and movies. Chapters 1-14, followed by Chapters 20-21, form a one-semester undergraduate sequence taking students from zero knowledge of computer graphics to a mastery of the fundamental concepts with ability to code 3D applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces and the application of projective spaces and transformations. Balancing theory with programming practice, this book uses a hands-on "discuss-experiment-repeat" approach to explaining underlying concepts.
Downloadable multiplatform programs in C++ and OpenGL, special software to conveniently run the programs and experiments, and other resources are available on the author's website.