Computer Graphics Programming in OpenGL with C++, Third Edition / / V. Scott Gordon, John Clevenger.

This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques s...

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Place / Publishing House:Dulles, VA : : Mercury Learning and Information, , [2024]
©2024
Year of Publication:2024
Language:English
Online Access:
Physical Description:1 online resource (568 p.)
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Description
Other title:Frontmatter --
Contents --
Preface --
Chapter 1: Getting Started --
Chapter 2: The OpenGL Pipeline --
Chapter 3: Mathematical Foundations --
Chapter 4: Managing 3D Graphics Data --
Chapter 5: Texture Mapping --
Chapter 6: 3D Models --
Chapter 7: Lighting --
Chapter 8: Shadows --
Chapter 9: Sky and Backgrounds --
Chapter 10: Enhancing Surface Detail --
Chapter 11: Parametric Surfaces --
Chapter 12: Tessellation --
Chapter 13: Geometry Shaders --
Chapter 14: Other Techniques --
Chapter 15: Simulating Water --
Chapter 16: Ray Tracing and Compute Shaders --
Chapter 17: Ray Tracing of Complex Models --
Chapter 18: Stereoscopy for 3D Glasses and VR Headsets --
Appendix A: Installation and Setup for PC (Windows) --
Appendix B: Installation and Setup for Macintosh --
Appendix C: Using the Nsight Graphics Debugger --
Appendix D: Building a Simple Camera Controller --
Index
Summary:This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book.
Format:Mode of access: Internet via World Wide Web.
ISBN:9781501519567
DOI:10.1515/9781501519567
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: V. Scott Gordon, John Clevenger.