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

This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It...

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spelling Gordon, V. Scott, author. aut http://id.loc.gov/vocabulary/relators/aut
Computer Graphics Programming in OpenGL with Java / V. Scott Gordon, John L. Clevenger.
Dulles, VA : Mercury Learning and Information, [2021]
©2021
1 online resource (516 p.)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
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
restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing 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 Java, with instructions for both PC/Windows and Macintosh 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 Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
Issued also in print.
Mode of access: Internet via World Wide Web.
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Jun 2024)
CAD & graphics.
Programming.
COMPUTERS / Programming Languages / C++. bisacsh
3D graphics.
computer graphics.
computer programming.
computer science.
shaders.
Clevenger, John L., author. aut http://id.loc.gov/vocabulary/relators/aut
Title is part of eBook package: De Gruyter MLI ASEE STEM eBook-Package 2024 9783111564340
Title is part of eBook package: De Gruyter MLI and ITGP STEM IT PACKAGE 9783111574073
Title is part of eBook package: De Gruyter Sciendo All Ebooks Trial Collection 2024 9783111502496
EPUB 9781683927341
print 9781683927365
https://doi.org/10.1515/9781683927358
https://www.degruyter.com/isbn/9781683927358
Cover https://www.degruyter.com/document/cover/isbn/9781683927358/original
language English
format eBook
author Gordon, V. Scott,
Gordon, V. Scott,
Clevenger, John L.,
spellingShingle Gordon, V. Scott,
Gordon, V. Scott,
Clevenger, John L.,
Computer Graphics Programming in OpenGL with Java /
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
author_facet Gordon, V. Scott,
Gordon, V. Scott,
Clevenger, John L.,
Clevenger, John L.,
Clevenger, John L.,
author_variant v s g vs vsg
v s g vs vsg
j l c jl jlc
author_role VerfasserIn
VerfasserIn
VerfasserIn
author2 Clevenger, John L.,
Clevenger, John L.,
author2_variant j l c jl jlc
author2_role VerfasserIn
VerfasserIn
author_sort Gordon, V. Scott,
title Computer Graphics Programming in OpenGL with Java /
title_full Computer Graphics Programming in OpenGL with Java / V. Scott Gordon, John L. Clevenger.
title_fullStr Computer Graphics Programming in OpenGL with Java / V. Scott Gordon, John L. Clevenger.
title_full_unstemmed Computer Graphics Programming in OpenGL with Java / V. Scott Gordon, John L. Clevenger.
title_auth Computer Graphics Programming in OpenGL with Java /
title_alt 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
title_new Computer Graphics Programming in OpenGL with Java /
title_sort computer graphics programming in opengl with java /
publisher Mercury Learning and Information,
publishDate 2021
physical 1 online resource (516 p.)
Issued also in print.
contents 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
isbn 9781683927358
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url https://doi.org/10.1515/9781683927358
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illustrated Not Illustrated
doi_str_mv 10.1515/9781683927358
oclc_num 1370240206
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Title is part of eBook package: De Gruyter Sciendo All Ebooks Trial Collection 2024
is_hierarchy_title Computer Graphics Programming in OpenGL with Java /
container_title Title is part of eBook package: De Gruyter MLI ASEE STEM eBook-Package 2024
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