Computer Graphics Programming in OpenGL With C++

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 s...

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Bibliografiset tiedot
Päätekijät: Gordon, V. Scott, Clevenger, John L. (Tekijä)
Aineistotyyppi: Livre numérique
Kieli:Anglais
Julkaistu: Boston, MA : Mercury Learning and Information 2024.
Paris : Cyberlibris
Linkit:Accès Université d'Orléans et IFPM
Huomautus: Couverture. https://static2.cyberlibris.com/books_upload/136pix/9781501519567.jpg
Cyberlibris (ScholarVox) corpus Informatique
Autres localisations: Voir dans le Sudoc
Edition sous un autre format:• Computer Graphics Programming in OpenGL With C++, V. Scott Gordon, John L. Clevenger, 3rd Edition, Boston, MA, Mercury Learning and Information, 2024, 1 vol. (589 p.), 978-15-0152-259-8
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520 |a 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 3Dmaterials 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 
700 1 |a Clevenger, John L.  |4 aut 
776 0 |t Computer Graphics Programming in OpenGL With C++  |f V. Scott Gordon, John L. Clevenger  |e 3rd Edition  |c Boston, MA  |n Mercury Learning and Information  |d 2024  |p 1 vol. (589 p.)  |z 978-15-0152-259-8 
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