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.
This book provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations.
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, along with its theoretical foundations.
Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories.
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations.
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders.
This book offers a venue for rapidly learning the language of C++ by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP) with emphasis on scientific computing.
This book can be used for introductory undergraduate computer graphics courses over one to two semesters.
This book offers a venue for rapidly learning the language of C++ by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP) with emphasis on scientific computing.
The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies.
This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).