| 000 | 01860cam a2200349 a 4500 | ||
|---|---|---|---|
| 999 |
_c34294 _d34294 |
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| 001 | 14626620 | ||
| 003 | BR-ReIFE | ||
| 005 | 20200626133427.0 | ||
| 008 | 061107s2007 njuaf g 001 0 eng | ||
| 010 | _a 2006037202 | ||
| 020 | _a0131496700 | ||
| 020 | _a9780131496705 | ||
| 035 | _a(OCoLC)ocm76074261 | ||
| 035 | _a(OCoLC)76074261 | ||
| 040 | _cBR-ReIFE | ||
| 050 | 0 | 0 |
_aT385 _b.H549 2007 |
| 082 | 0 | 0 |
_a006.6 _222 |
| 090 |
_a004.92 _bH645c |
||
| 100 | 1 |
_aHill, Francis S. _92677 |
|
| 245 | 1 | 0 |
_aComputer graphics : _busing OpenGL / _cF.S. Hill, Jr. and Stephen M. Kelley, Jr. |
| 250 | _a3 Ed. | ||
| 260 |
_aUpper Saddle River, NJ : _bPearson Prentice Hall, _cc2007. |
||
| 300 |
_axxii, 778 p., : _bil. ; _c26 cm. |
||
| 505 | _aInclui referências bibliográficas e índice. | ||
| 520 | 3 | _aUpdated throughout for the latest developments and technologies, this book combines the principles and major techniques in computer graphics with state-of-the-art examples. Updates treatment of graphics hardware and algorithms. Discusses the development of video games through history. Emphasizes interactive graphics more strongly than in previous editions. Relates examples to things readers see everyday on the Internet and in computer-generated movies. Carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result. A thorough, useful reference for anyone interested in computer graphics. | |
| 650 | 1 | 0 |
_aComputação gráfica _9735 |
| 700 | 1 |
_aKelley, Stephen M. _d1980- _92679 |
|
| 856 | 4 | 1 |
_3Table of contents only _uhttp://www.loc.gov/catdir/toc/ecip074/2006037202.html |
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
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| 942 |
_2ddc _cLV |
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