
Computer Graphics Programming in OpenGL with C++
Subtitle
De Gruyter (Publisher)
1st Edition
Will be published approx. on 9. March 2024
Book
Hardback
568 pages
978-1-5015-2259-8 (ISBN)
Description
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.
More details
Language
English
Place of publication
New York
United States
Target group
Professional and scholarly
US School Grade: College Graduate Student
Product notice
sewn/stitched
Cloth over boards
Dimensions
Height: 235 mm
Width: 183 mm
Thickness: 37 mm
Weight
1163 gr
ISBN-13
978-1-5015-2259-8 (9781501522598)
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 C++
E-Book
03/2024
1st Edition
De Gruyter
from
€71.95
Available for download

E-Book
03/2024
1st Edition
Mercury Learning and Information
from
€71.95
Available for download
Persons
V. Scott Gordon, Ph.D. and John Clevenger, Ph.D. are both computer science professors at
California State University, Sacramento.
California State University, Sacramento.
Content
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
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