Computer Graphics Programming in OpenGL With C++ (Edition 3) (eBook)
589 Seiten
Packt Publishing (Verlag)
978-1-83664-118-6 (ISBN)
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.
Master 3D graphics programming with OpenGL and C++, covering everything from basic concepts to advanced techniques.Key FeaturesComprehensive coverage of 3D graphics programming with OpenGLPractical examples and hands-on tutorialsFocus on advanced techniques and real-world applicationsBook DescriptionThis 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.What you will learnUnderstand OpenGL graphics pipelineApply mathematical foundationsManage 3D graphics dataImplement texture mapping and lightingUse advanced techniques like tessellation and ray tracingSimulate realistic environments and effectsWho this book is forAspiring 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.]]>
Erscheint lt. Verlag | 29.7.2024 |
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Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
ISBN-10 | 1-83664-118-4 / 1836641184 |
ISBN-13 | 978-1-83664-118-6 / 9781836641186 |
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