
Computer Graphics Programming in OpenGL with C++
Mercury Learning & Information (Publisher)
2nd Edition
Will be published approx. on 2. February 2021
Book
Hardback
514 pages
978-1-68392-672-6 (ISBN)
Description
No detailed description available for "Computer Graphics Programming in OpenGL with C++".
More details
Edition
2nd Revised edition
Language
English
Place of publication
Herndon, VA
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: 35 mm
Weight
1072 gr
ISBN-13
978-1-68392-672-6 (9781683926726)
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 L. Clevenger
Computer Graphics Programming in OpenGL with C++
E-Book
12/2020
2nd Edition
Mercury Learning & Information
€98.49
Available for download

Scott Gordon | John L. Clevenger
Computer Graphics Programming in OpenGL with C++
E-Book
12/2020
2nd Edition
Mercury Learning and Information
€67.49
Available for download
Persons
Gordon V. Scott:
V. Scott Gordon is a computer science professor at California State University, Sacramento.
Clevenger John L.:
John L. Clevenger is a computer science professor at 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
17: Stereoscopy
Appendix A: Installation and Setup for Windows (PC)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Index
Companion Files:
(also available for downloading by writing to the publisher at info@merclearning.com)
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
17: Stereoscopy
Appendix A: Installation and Setup for Windows (PC)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Index
Companion Files:
(also available for downloading by writing to the publisher at info@merclearning.com)
- The source code for every program in the book, organized by chapter
- The OBJ models used in the examples, and the various texture files
- Cubemaps and skydomes for generating environments
- Height maps and normal maps for achieving realistic detail
- High resolution copies of all of the book's figures