Computer Graphics Programming in OpenGL with C++, Third Edition
Subtitle
Seiten
2024
De Gruyter (Verlag)
978-1-5015-2259-8 (ISBN)
De Gruyter (Verlag)
978-1-5015-2259-8 (ISBN)
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 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.
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.
V. Scott Gordon, Ph.D. and John Clevenger, Ph.D. are both computer science professors at California State University, Sacramento.
1: Getting Started
2: The OpenGL Graphics Pipeline
3: Mathematical Foundations
4: Managing 3D Graphics Data
5: Texture Mapping
6: 3D Models
7: Lighting
8: Shadows
9: Sky and Backgrounds
10: Enhancing Surface Detail
11: Parametric Surfaces
12: Tessellation
13: Geometry Shaders
14: Other Techniques
15. Simulating Water
16. Ray Tracing and Compute Shaders
17. Ray Tracing of Complex Models
18. Stereoscopy
Appendix A: Installation and Setup for Windows (PC)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Appendix D: Building a Simple Camera Controller
Index
Erscheinungsdatum | 02.03.2024 |
---|---|
Verlagsort | New York |
Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
Technik | |
ISBN-10 | 1-5015-2259-0 / 1501522590 |
ISBN-13 | 978-1-5015-2259-8 / 9781501522598 |
Zustand | Neuware |
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