Computer Graphics Programming in OpenGL with C++

This book 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 and detailed explanations. Every shader stage is explored, starting with the basics of modeling, lighting,
textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.

Features:




  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh.
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
  • 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, and 3D materials such as wood and marble.
  • Explains how to optimize code for performance, and use modern development tools such as the NVIDIA®
    Nsight debugger.
  • Includes companion files with all of the code, object models,
    figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.

1128208457
Computer Graphics Programming in OpenGL with C++

This book 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 and detailed explanations. Every shader stage is explored, starting with the basics of modeling, lighting,
textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.

Features:




  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh.
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
  • 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, and 3D materials such as wood and marble.
  • Explains how to optimize code for performance, and use modern development tools such as the NVIDIA®
    Nsight debugger.
  • Includes companion files with all of the code, object models,
    figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.

35.95 In Stock
Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

eBook

$35.95 

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Overview

This book 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 and detailed explanations. Every shader stage is explored, starting with the basics of modeling, lighting,
textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.

Features:




  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh.
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
  • 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, and 3D materials such as wood and marble.
  • Explains how to optimize code for performance, and use modern development tools such as the NVIDIA®
    Nsight debugger.
  • Includes companion files with all of the code, object models,
    figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.


Product Details

ISBN-13: 9781683922223
Publisher: Mercury Learning & Information
Publication date: 11/29/2018
Sold by: Barnes & Noble
Format: eBook
Pages: 384
File size: 31 MB
Note: This product may take a few minutes to download.

About the Author

V. 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.

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


Appendix
A: Installation and Setup for Windows (PC)


Appendix
B: Installation and Setup for Macintosh


Appendix
C: Using the Nsight Graphics Debugger


Index


ON
THE DISC


(Files are also available for downloading from the publisher by emailing request with proof of purchase to info@merclearning.com)

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



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