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Computer Graphics Programming in OpenGL With C++, Third Edition

 

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.

 

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

 

ABOUT THE AUTHORS

V. Scott Gordon is a computer science professor at California State University, Sacramento.

John L. Clevenger is a computer science professor at California State University, Sacramento.

Additional book information
Book ISBN: 9781501519581
Author(s): V. Scott Gordon, PhD and John L. Clevenger, PhD
Publisher Mercury Learning & Information
Printed
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$89.99
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