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Computer Graphics Programming in OpenGL With C++ (Edition 3)
Computer Graphics Programming in OpenGL With C++ (Edition 3)

Computer Graphics Programming in OpenGL With C++ (Edition 3): Mastering 3D Graphics and Animation Techniques

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Profile Icon Mercury Learning and Information Profile Icon John L. Clevenger Profile Icon V. Scott Gordon
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£7.99 £67.99
eBook Jul 2024 589 pages 1st Edition
eBook
£7.99 £67.99
Arrow left icon
Profile Icon Mercury Learning and Information Profile Icon John L. Clevenger Profile Icon V. Scott Gordon
Arrow right icon
£7.99 £67.99
eBook Jul 2024 589 pages 1st Edition
eBook
£7.99 £67.99
eBook
£7.99 £67.99

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Key benefits

  • Comprehensive coverage of 3D graphics programming with OpenGL
  • Practical examples and hands-on tutorials
  • Focus on advanced techniques and real-world applications

Description

This edition provides step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, covering theoretical foundations of 3D computer graphics. Every shader stage is explored, from basics like modeling, textures, lighting, and shadows, to advanced techniques such as tessellation, noise maps, water, and stereoscopy. Expanded coverage includes camera control, refraction, and ray tracing with bounding volume hierarchies. Companion files include source code, shaders, model files, and skyboxes for all examples in the book. Understanding these concepts is crucial for creating sophisticated 3D graphics applications. The course begins with OpenGL basics and pipeline understanding, followed by mathematical foundations and managing 3D graphics data. It covers texture mapping, 3D models, lighting, shadows, enhancing surface detail, and advanced topics like parametric surfaces, tessellation, and geometry shaders. Final chapters delve into simulating water, ray tracing, and stereoscopy for 3D graphics. This book equips readers with the knowledge to master OpenGL programming and 3D graphics, making it invaluable for developers and enthusiasts aiming to advance their skills. The practical approach and comprehensive examples ensure thorough learning, bridging the gap between theory and real-world application.

Who is this book for?

Aspiring graphics programmers, computer science students, and developers looking to enhance their skills in 3D graphics. Basic knowledge of C++ is required, while familiarity with OpenGL is beneficial.

What you will learn

  • Understand OpenGL graphics pipeline
  • Apply mathematical foundations
  • Manage 3D graphics data
  • Implement texture mapping and lighting
  • Use advanced techniques like tessellation and ray tracing
  • Simulate realistic environments and effects

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jul 29, 2024
Length: 589 pages
Edition : 1st
Language : English
ISBN-13 : 9781836641186

What do you get with eBook?

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Product feature icon Download this book in EPUB and PDF formats
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning
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Product Details

Publication date : Jul 29, 2024
Length: 589 pages
Edition : 1st
Language : English
ISBN-13 : 9781836641186

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Table of Contents

19 Chapters
Chapter 1 Getting Started Chevron down icon Chevron up icon
Chapter 2 The OpenGL Pipeline Chevron down icon Chevron up icon
Chapter 3 Mathematical Foundations Chevron down icon Chevron up icon
Chapter 4 Managing 3D Graphics Data Chevron down icon Chevron up icon
Chapter 5 Texture Mapping Chevron down icon Chevron up icon
Chapter 6 3D Models Chevron down icon Chevron up icon
Chapter 7 Lighting Chevron down icon Chevron up icon
Chapter 8 Shadows Chevron down icon Chevron up icon
Chapter 9 Sky and Backgrounds Chevron down icon Chevron up icon
Chapter 10 Enhancing Surface Detail Chevron down icon Chevron up icon
Chapter 11 Parametric Surfaces Chevron down icon Chevron up icon
Chapter 12 Tessellation Chevron down icon Chevron up icon
Chapter 13 Geometry Shaders Chevron down icon Chevron up icon
Chapter 14 Other Techniques Chevron down icon Chevron up icon
Chapter 15 Simulating Water Chevron down icon Chevron up icon
Chapter 16 Ray Tracing and Compute Shaders Chevron down icon Chevron up icon
Chapter 17 Ray Tracing of Complex Models Chevron down icon Chevron up icon
Chapter 18 Stereoscopy for 3D Glasses and VR Headsets Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
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