Computer Graphics Programming in OpenGL with C++

Mixed media product
December 2018
9781683922216
More details
  • Publisher
    Mercury Learning & Information
  • Published
    21st December 2018
  • ISBN 9781683922216
  • Language English
  • Pages 384 pp.
  • Size 7" x 9"
  • Images four-color throughout
  • Request Exam Copy
$69.95
E-Book
November 2018
9781683922223
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  • Publisher
    Mercury Learning & Information
  • Published
    29th November 2018
  • ISBN 9781683922223
  • Language English
  • Pages 384 pp.
  • Size 7" x 9"
  • Images four-color throughout
  • Request E-Exam Copy
$35.95
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November 2018
9781683922667
More details
  • Publisher
    Mercury Learning & Information
  • Published
    29th November 2018
  • ISBN 9781683922667
  • Language English
  • Pages 384 pp.
  • Size 7" x 9"
  • Images four-color throughout
$124.95

This book provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples and detailed explanations. Every shader stage is explored, starting with the basics of modeling, lighting, textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.

Features:

  • Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh.
  • Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
  • Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment).
  • Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, and 3D materials such as wood and marble.
  • Explains how to optimize code for performance, and use modern development tools such as the NVIDIA® Nsight debugger.
  • Includes companion files with all of the code, object models, figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.

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

Appendix A: Installation and Setup for Windows (PC)

Appendix B: Installation and Setup for Macintosh

Appendix C: Using the Nsight Graphics Debugger

Index

 ON THE DISC

 (Files are also available for downloading from the publisher by emailing request with proof of purchase to 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

V. Scott Gordon

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

John L. Clevenger

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