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...

Full description

Saved in:
Bibliographic Details
VerfasserIn:
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.)
Tags: Add Tag
No Tags, Be the first to tag this record!
LEADER 04992nam a22008055i 4500
001 9781683926719
003 DE-B1597
005 20230808014301.0
006 m|||||o||d||||||||
007 cr || ||||||||
008 230808t20202020 fo d z eng d
020 |a 9781683926719 
035 |a (DE-B1597)654043 
040 |a DE-B1597  |b eng  |c DE-B1597  |e rda 
041 0 |a eng 
044 |a vau  |c US-VA 
072 7 |a COM051070  |2 bisacsh 
100 1 |a Gordon, V. Scott,   |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a Computer Graphics Programming in OpenGL with C++ /  |c V. Scott Gordon, John L. Clevenger. 
264 1 |a Dulles, VA :   |b Mercury Learning and Information,   |c [2020] 
264 4 |c ©2020 
300 |a 1 online resource (514 p.) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 0 |t Frontmatter --   |t Contents --   |t Preface --   |t Chapter 1 Getting Started --   |t Chapter 2 The OpenGL Graphics Pipeline --   |t Chapter 3 Mathematical Foundations --   |t Chapter 4 Managing 3D Graphics Data --   |t Chapter 5 Texture Mapping --   |t Chapter 6 3D Models --   |t Chapter 7 Lighting --   |t Chapter 8 Shadows --   |t Chapter 9 Sky and Backgrounds --   |t Chapter 10 Enhancing Surface Detail --   |t Chapter 11 Parametric Surfaces --   |t Chapter 12 Tessellation --   |t Chapter 13 Geometry Shaders --   |t Chapter 14 Other Techniques --   |t Chapter 15 Simulating Water --   |t Chapter 16 Ray Tracing and Compute Shaders --   |t Chapter 17 Stereoscopy for 3D Glasses and VR Headsets --   |t Appendix A Installation and Setup for PC (Windows) --   |t Appendix B Installation and Setup for Macintosh --   |t Appendix C Using the Nsight Graphics Debugger --   |t Index 
506 0 |a restricted access  |u http://purl.org/coar/access_right/c_16ec  |f online access with authorization  |2 star 
520 |a 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. 
530 |a Issued also in print. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 08. Aug 2023) 
650 4 |a CAD & graphics. 
650 4 |a Programming. 
650 7 |a COMPUTERS / Programming Languages / C++.  |2 bisacsh 
653 |a 3D graphic skills. 
653 |a C++. 
653 |a Nsight debugger. 
653 |a OpenGL. 
653 |a lighting. 
653 |a modeling. 
653 |a noise maps. 
653 |a normal mapping. 
653 |a ray tracing. 
653 |a shader programming. 
653 |a shadows. 
653 |a simulating water. 
653 |a stereoscopy. 
653 |a tessellation. 
653 |a textures. 
700 1 |a Clevenger, John L.,   |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
776 0 |c EPUB  |z 9781683926702 
776 0 |c print  |z 9781683926726 
856 4 0 |u https://www.degruyter.com/isbn/9781683926719 
856 4 2 |3 Cover  |u https://www.degruyter.com/document/cover/isbn/9781683926719/original 
912 |a EBA_BACKALL 
912 |a EBA_CL_CHCOMSGSEN 
912 |a EBA_DGALL 
912 |a EBA_EBACKALL 
912 |a EBA_EBKALL 
912 |a EBA_ECL_CHCOMSGSEN 
912 |a EBA_EEBKALL 
912 |a EBA_ESTMALL 
912 |a EBA_STMALL 
912 |a GBV-deGruyter-alles 
912 |a PDA12STME 
912 |a PDA13ENGE 
912 |a PDA18STMEE 
912 |a PDA5EBK