Computer Graphics Programming in OpenGL with C++, 2nd Edition
English | 2021 | ISBN: 9781683926702 | 535 pages | True pdf | 49.74 MB
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. Includes companion files with code, object models, figures, and more.
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 with Amazon order number 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 the Nvidia Nsight debugger
Brief Table of Contents
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. 17: Stereoscopy. Appendix A: Installation and Setup for Windows (PC). Appendix B: Installation and Setup for Macintosh. Appendix C: Using the Nsight Graphics Debugger. Index.
Companion Files
(also available for downloading with Amazon order number by writing to the publisher)
+The source code for every program in the book, organized by chapter
+The OBJ models used in the examples, and the various texture files
+Cubemaps and skydomes for generating environments
+Height maps and normal maps for achieving realistic detail
+High resolution copies of all of the book's figures
About the Authors
V. Scott Gordon and John Clevenger are both computer science professors at
California State University, Sacramento.
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