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Interactive Computer Graphics: A Top-Down Approach with WebGL 7th Edition
Purchase options and add-ons
Interactive Computer Graphics with WebGL, Seventh Edition,is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals interested in computer animation and graphics using the latest version of WebGL.
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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 Seventh Edition of Interactive Computer Graphics with WebGL. Thisis the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasizes 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.
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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.
- ISBN-100133574849
- ISBN-13978-0133574845
- Edition7th
- PublisherPearson
- Publication dateFebruary 28, 2014
- LanguageEnglish
- Dimensions8.3 x 1.2 x 10.1 inches
- Print length752 pages
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Check Hansen and the author of this textbook, Edward Angel are "friends" and thus offered a somewhat unique communication channel for our class.
Specifically the issue has to do with lighting:
> vec3 pos = -(modelViewMatrix * vPosition).xyz;
> vec3 light = lightPosition.xyz;
> L = normalize( light - pos );
Here is Angel's official response to Hansen that was passed onto the class:
>I just realized how the lighting code became such a mess. Fixed function OpenGL automatically applies the model view matrix to lighting >parameters like the light position so sometimes user code got a bit convoluted depending on what space you wanted to do the lighting >computation in. Then when we went to a fully shader based model, nothing was done automatically but we made the mistake of starting with our >old fixed-function code so something that should have gotten simpler became more convoluted.
ANOTHER ERROR
Later on in the semester a student sent this email to Hansen:
>Do you guys think the code in chapter 9, page 458 is incomplete, because it looks like the leftlowerarm doesn't rotate with the leftupper arm?
Hansen's response:
>Indeed, you have found another error in the book.
On top of all of these errors, the $130 price tag does not help.
I'm very disappointed in this textbook and would not recommend buying it.




