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Comprehensive coverage of 3D graphics programming with OpenGL
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Practical examples and hands-on tutorials
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Focus on advanced techniques and real-world applications
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.
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.
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Understand OpenGL graphics pipeline
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Apply mathematical foundations
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Manage 3D graphics data
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Implement texture mapping and lighting
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Use advanced techniques like tessellation and ray tracing
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Simulate realistic environments and effects