![Computer Graphics Programming in OpenGL with C++ [OP]](https://img.perlego.com/book-covers/4805625/9781683922223_300_450.webp)
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
This book provides step-by-stepinstruction on modern 3D graphics shader programming in OpenGL with C++, alongwith its theoretical foundations. It is appropriate both for computer sciencegraphics courses and for professionals interested in mastering 3D graphicsskills. It has been designed in a 4-color, "e;teach-yourself"e; format with numerous examples and detailed explanations. Everyshader stage is explored, starting with the basics of modeling, lighting, textures, etc., up through advanced techniques such as tessellation, softshadows, and generating realistic materials and environments. The book includescompanion files with all of the source code, models, textures, skyboxes andnormal maps used in the book.Features: Covers modern OpenGL 4.0+ shader programming in C++, withinstructions for both PC/Windows and Macintosh.Illustrates every technique with running code examples. Everythingneeded to install the libraries, and complete source code for each example isprovided and fully explained.Includes step-by-step instruction for using each GLSL programmablepipeline 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 moderndevelopment tools such as the NVIDIANsight debugger.Includes companion files with all of the code, object models, figures, textures, skyboxes and skydomes, height and normal maps usedthroughout the book.
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Information
Table of contents
- Cover
- Title Page
- Copyright
- Contents
- Preface
- Chapter 1 Getting Started
- Chapter 2 The OpenGL Graphics Pipeline
- Chapter 3 Mathematical Foundations
- Chapter 4 Managing 3D Graphics Data
- Chapter 5 Texture Mapping
- Chapter 6 3D Models
- Chapter 7 Lighting
- Chapter 8 Shadows
- Chapter 9 Sky and Backgrounds
- Chapter 10 Enhancing Surface Detail
- Chapter 11 Parametric Surfaces
- Chapter 12 Tessellation
- Chapter 13 Geometry Shaders
- Chapter 14 Other Techniques
- Appendix A Installation and Setup for PC (Windows)
- Appendix B Installation and Setup for Macintosh
- Appendix C Using the Nsight Graphics Debugger
- Index