Description
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.
FEATURESCovers modern OpenGL 4.0+ GLSL shader programming with C++, and instructions for both PC/Windows and MacintoshProvides complete source code for each example, fully explained along with tips for performance optimizationIncludes 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 presentedExplores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marbleExpanded coverage of ray tracing, to include complex models and bounding volume hierarchiesIncludes companion files with source code, shaders, OBJ models, textures, skydomes, normal maps, high resolution figures, and moreTABLE 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 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. Index.
ABOUT THE AUTHORS
V. Scott Gordon, Ph.D. and John Clevenger, Ph.D. are both computer science professors at
California State University, Sacramento.
ASIN : B0CVNMXQ6Q
Publisher : Mercury Learning and Information (February 13, 2024)
Publication date : February 13, 2024
Language : English
File size : 92957 KB
Text-to-Speech : Enabled
Screen Reader : Supported
Enhanced typesetting : Enabled
X-Ray : Not Enabled
Word Wise : Not Enabled
Sticky notes : On Kindle Scribe
Print length : 865 pages