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

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...

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Place / Publishing House:Dulles, VA : : Mercury Learning and Information, , [2020]
©2020
Year of Publication:2020
Language:English
Online Access:
Physical Description:1 online resource (514 p.)
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Other title:Frontmatter --
Contents --
Preface --
Chapter 1 Getting Started --
Chapter 2 The OpenGL Graphics 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 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 --
Index
Summary: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 MacintoshAdds new chapters on simulating water, stereoscopy, and ray tracingIncludes 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 marbleExplains 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.
Format:Mode of access: Internet via World Wide Web.
ISBN:9781683926719
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: V. Scott Gordon, John L. Clevenger.