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Overview"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. FEATURES: Covers modern OpenGL 4.0+ GLSL shader programming with C++, and instructions for both PC/Windows and Macintosh Provides complete source code for each example, fully explained along with tips for performance optimization Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Designed in a 4-color, ""teach-yourself"" format with numerous examples that the reader can run just as presented Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marble Expanded coverage of ray tracing, to include complex models and bounding volume hierarchies Includes companion files with source code, shaders, OBJ models, textures, skydomes, normal maps, high resolution figures, and more" Full Product DetailsAuthor: V. Scott Gordon , John ClevengerPublisher: Mercury Learning and Information Imprint: Mercury Learning and Information Edition: 3rd Revised edition Weight: 1.234kg ISBN: 9781501522598ISBN 10: 1501522590 Pages: 568 Publication Date: 23 February 2024 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In stock We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of Contents1: 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 IndexReviewsAuthor InformationV. Scott Gordon is a computer science professor at California State University, Sacramento. John L. Clevenger is a computer science professor at California State University, Sacramento. Tab Content 6Author Website:Countries AvailableAll regions |