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Computer Graphics Programming in OpenGL with C++
-
Scott Vahl Gordon
and John L. Clevenger
Language:
English
Published/Copyright:
2021
About this book
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.
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 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 Nvidia’s Nsight debugger.
Author / Editor information
Gordon V. Scott :
V. Scott Gordon is a computer science professor at California State University, Sacramento.
Clevenger John L. :
John L. Clevenger is a computer science professor at California State University, Sacramento.
Topics
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Frontmatter
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Contents
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Preface
xi -
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Chapter 1 Getting Started
1 -
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Chapter 2 The OpenGL Graphics Pipeline
7 -
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Chapter 3 Mathematical Foundations
35 -
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Chapter 4 Managing 3D Graphics Data
61 -
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Chapter 5 Texture Mapping
103 -
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Chapter 6 3D Models
129 -
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Chapter 7 Lighting
159 -
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Chapter 8 Shadows
189 -
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Chapter 9 Sky and Backgrounds
219 -
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Chapter 10 Enhancing Surface Detail
241 -
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Chapter 11 Parametric Surfaces
259 -
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Chapter 12 Tessellation
271 -
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Chapter 13 Geometry Shaders
297 -
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Chapter 14 Other Techniques
311 -
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Chapter 15 Simulating Water
353 -
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Chapter 16 Ray Tracing and Compute Shaders
383 -
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Chapter 17 Stereoscopy for 3D Glasses and VR Headsets
461 -
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Appendix A Installation and Setup for PC (Windows)
481 -
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Appendix B Installation and Setup for Macintosh
489 -
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Appendix C Using the Nsight Graphics Debugger
497 -
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Index
503
Publishing information
Pages and Images/Illustrations in book
eBook published on:
December 23, 2020
eBook ISBN:
9781683926719
Hardcover published on:
February 2, 2021
Hardcover ISBN:
9781683926726
Edition:
2nd edition
Pages and Images/Illustrations in book
Main content:
514
Keywords for this book
OpenGL; C++; Nsight debugger; shader programming; modeling; textures; lighting; shadows; tessellation; normal mapping; noise maps; simulating water; stereoscopy; ray tracing; 3D graphic skills
Safety & product resources
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Manufacturer information:
Walter de Gruyter GmbH
Genthiner Straße 13
10785 Berlin
productsafety@degruyterbrill.com