Computer Graphics Through Opengl

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Computer Graphics

This text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students and professionals see every day on the Internet and in computer-generated movies. The author has written a highly practical and exceptionally accessible text, thorough and integrated in approach. Concepts are carefully presented, underlying mathematics are explained, and the importance of each concept is highlighted. This book shows the reader how to translate the math into program code and shows the result. This new edition provides readers with the most current information in the field of computer graphics. *NEW-Uses OpenGL as the supporting software-An appendix explains how to obtain it (free downloads) and how to install it on a wide variety of platforms. *NEW-Uses C++ as the underlying programming language. Introduces useful classes for graphics but does not force a rigid object-oriented posture. *NEW-Earlier and more in-depth treatment of 3D graphics and the underlying mathematics. *NEW-Updates al content to reflect the advances in the field. *NEW-Extensive case studies at the end of each chapter. graphics. *NEW-A powerful Scene Design Language (SDL) is introduced and described; C++ code for the SDL interpreter is available on the book's Web site. *NEW-An Appendix on the PostScript language shows how this powerful page layout language operates. *Lays out the links between a concept, underlying mathematics, program coding, and the result. *Includes an abundance of state-of-the-art worked examples. *Provides a Companion Web site http: //www prenhall.com/hil
Introduction to Computer Graphics with OpenGL Es

This book also presents C# script code on many topics, providing a hands-on look at Unity graphics. Industry professionals as well as students in upper-level courses in Computer Graphics and Game Programming will find this book of immense value.
Computer Graphics Programming in OpenGL with Java

Author: V. Scott Gordon
language: en
Publisher: Mercury Learning and Information
Release Date: 2021-09-02
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing 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. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, 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 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, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].