Computer Graphics Programming in OpenGL with C++
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing.

FEATURES:
  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh
  • Adds new chapters on simulating water, stereoscopy, and ray tracing
  • Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher)
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example
  • Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment)
  • Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble
  • Explains how to optimize code for tools such as Nvidia’s Nsight debugger.
The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
1128208457
Computer Graphics Programming in OpenGL with C++
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing.

FEATURES:
  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh
  • Adds new chapters on simulating water, stereoscopy, and ray tracing
  • Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher)
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example
  • Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment)
  • Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble
  • Explains how to optimize code for tools such as Nvidia’s Nsight debugger.
The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
41.49 In Stock
Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

eBook

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Overview

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing.

FEATURES:
  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh
  • Adds new chapters on simulating water, stereoscopy, and ray tracing
  • Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher)
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example
  • Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment)
  • Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble
  • Explains how to optimize code for tools such as Nvidia’s Nsight debugger.
The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.

Product Details

ISBN-13: 9781683926702
Publisher: Mercury Learning & Information
Publication date: 12/09/2020
Sold by: Barnes & Noble
Format: eBook
Pages: 504
File size: 57 MB
Note: This product may take a few minutes to download.

About the Author

V. Scott Gordon is a computer science professor at California State University, Sacramento.

John L. Clevenger is a computer science professor at California State University, Sacramento.

Table of Contents

1: Getting Started
2: The OpenGL Graphics Pipeline
3: Mathematical Foundations
4: Managing 3D Graphics Data
5: Texture Mapping
6: 3D Models
7: Lighting
8: Shadows
9: Sky and Backgrounds
10: Enhancing Surface Detail
11: Parametric Surfaces
12: Tessellation
13: Geometry Shaders
14: Other Techniques
15: Simulating Water
16: Ray Tracing
17: Stereoscopy
Appendix A: Installation and Setup for Windows (PC)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Index

Companion Files:
(also available for downloading by writing to the publisher at info@merclearning.com)
  • The source code for every program in the book, organized by chapter
  • The OBJ models used in the examples, and the various texture files
  • Cubemaps and skydomes for generating environments
  • Height maps and normal maps for achieving realistic detail
  • High resolution copies of all of the book's figures
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