
COMPUTER GRAPHICS PROGRAMMING IN OPENGL WITH JAVA 4E
De Gruyter (Publisher)
4th Edition
Will be published approx. on 15. February 2026
Book
Hardback
575 pages
978-1-5015-2432-5 (ISBN)
Description
Master modern 3D graphics shader programming with Computer Graphics Programming in OpenGL with Java, Fourth Edition. This newly revised and expanded edition is the definitive resource for undergraduate students, educators, and industry professionals seeking a practical and accessible guide to modern OpenGL 4.0+ shader programming using Java, as well as its theoretical foundations. Designed in a 4-color, "teach-yourself" approach, the book simplifies complex concepts and delivers hands-on learning with comprehensive examples and running code.
FEATURES
Shaders and the Graphics Pipeline: Understand vertex, geometry, tessellation, and fragment shaders for rendering models with textures, lighting, shadows, height mapping, noise maps, skyboxes, simulating water, wood, marble, clouds, and more.
Managing 3D Graphics Data: Learn how to organize, store, and manipulate data to efficiently render 3D objects. Includes a new chapter on building a camera controller for viewing 3D scenes.
Ray Tracing and Complex Models: Delve into ray tracing techniques, including a new chapter on bounding volume hierarchies for handling complex models.
Stereoscopy for VR and 3D glasses: Discover how to render immersive stereoscopy such as used in 3D movies and virtual reality.
Running Code examples: Every technique is backed by running code in modern OpenGL 4.0+ with GLSL and Java, for PC/Windows and Macintosh. Everything needed to install the libraries and run each example yourself.
Optimization: Explains how to optimize GPU shader code with modern graphics debugging tools such as Nsight and RenderDoc.
Downloadable companion files: All the code, object models, figures, and more.
FEATURES
Shaders and the Graphics Pipeline: Understand vertex, geometry, tessellation, and fragment shaders for rendering models with textures, lighting, shadows, height mapping, noise maps, skyboxes, simulating water, wood, marble, clouds, and more.
Managing 3D Graphics Data: Learn how to organize, store, and manipulate data to efficiently render 3D objects. Includes a new chapter on building a camera controller for viewing 3D scenes.
Ray Tracing and Complex Models: Delve into ray tracing techniques, including a new chapter on bounding volume hierarchies for handling complex models.
Stereoscopy for VR and 3D glasses: Discover how to render immersive stereoscopy such as used in 3D movies and virtual reality.
Running Code examples: Every technique is backed by running code in modern OpenGL 4.0+ with GLSL and Java, for PC/Windows and Macintosh. Everything needed to install the libraries and run each example yourself.
Optimization: Explains how to optimize GPU shader code with modern graphics debugging tools such as Nsight and RenderDoc.
Downloadable companion files: All the code, object models, figures, and more.
More details
Edition
4th Edition
Language
English
Place of publication
New York
United States
Target group
Professional and scholarly
US School Grade: College Graduate Student
Edition type
Revised edition
Dimensions
Height: 235 mm
Width: 183 mm
Thickness: 38 mm
Weight
1170 gr
ISBN-13
978-1-5015-2432-5 (9781501524325)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Scott Gordon | John Clevenger
COMPUTER GRAPHICS PROGRAMMING IN OPENGL WITH JAVA 4E
E-Book
02/2026
4th Edition
Mercury Learning and Information
€85.95
Available for download
Persons
Dr. V. Scott Gordon, California State University, Sacramento. Dr. John L. Clevenger, California State University, Sacramento.