
Computer Graphics Programming in OpenGL Using C++, Third Edition
Posted on 04 Mar 17:42 | by BaDshaH | 0 views

Computer Graphics Programming in OpenGL Using C++, Third Edition
English | 2024 | ISBN: 1501522590 | 793 pages | True EPUB | 80.66 MB
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 3D materials 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
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 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.

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