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9781683926726 Add to Cart Academic Inspection Copy

Computer Graphics Programming in OpenGL with C++

  • ISBN-13: 9781683926726
  • Publisher: MERCURY LEARNING
    Imprint: MERCURY LEARNING
  • Author: Gordon, V. Scott; Clevenger, John L.
  • Price: AUD $119.99
  • Stock: 0 in stock
  • Availability: Book will be despatched upon release.
  • Local release date: 01/05/2021
  • Format: Mixed media product (229.00mm X 178.00mm) 504 pages Weight: 0g
  • Categories: Web graphics & design [UGB]Computer programming / software development [UM]Programming & scripting languages: general [UMX]
Description
Table of
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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. Ithas been designed in a 4-color, "teach-yourself" format with numerousexamples that the reader can run just as presented. Every shader stage is explored,from the basics of modeling, textures, lighting, shadows, etc., throughadvanced techniques such as tessellation, normal mapping, noise maps, as wellas new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shaderprogramming in C++, with instructions for both PC/Windows and Macintosh Illustrates every technique with runningcode examples. Everything needed to install the libraries, and complete sourcecode for each example Includes step-by-step instruction for usingeach GLSL programmable pipeline stage (vertex, tessellation, geometry, andfragment) Explores practical examples formodeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code for tools such as Nvidia's Nsight debugger Includes companion files with code,object models, figures, and more.
1: Getting Started 2: The OpenGL Graphics Pipeline 3: MathematicalFoundations 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 17: Stereoscopy Appendix A:Installation and Setup for Windows (PC) Appendix B: Installation and Setup forMacintosh Appendix C: Using the Nsight Graphics Debugger Index
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