This new edition 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 that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. Includes companion files with code, object models, figures, and more.
Features
Brief Table of Contents
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 with Amazon order number by writing to the publisher)
About the Authors
V. Scott Gordon and John Clevenger are both computer science professors at California State University, Sacramento.