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  • Format: ePub

This book provides step-by-stepinstruction on modern 3D graphics shader programming in OpenGL with C++, alongwith its theoretical foundations. It is appropriate both for computer sciencegraphics courses and for professionals interested in mastering 3D graphicsskills. It has been designed in a 4-color,&quote;teach-yourself&quote; format with numerous examples and detailed explanations. Everyshader stage is explored, starting with the basics of modeling, lighting,textures, etc., up through advanced techniques such as tessellation, softshadows, and generating realistic materials and environments.…mehr

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Produktbeschreibung
This book provides step-by-stepinstruction on modern 3D graphics shader programming in OpenGL with C++, alongwith its theoretical foundations. It is appropriate both for computer sciencegraphics courses and for professionals interested in mastering 3D graphicsskills. It has been designed in a 4-color,"e;teach-yourself"e; format with numerous examples and detailed explanations. Everyshader stage is explored, starting with the basics of modeling, lighting,textures, etc., up through advanced techniques such as tessellation, softshadows, and generating realistic materials and environments. The book includescompanion files with all of the source code, models, textures, skyboxes andnormal maps used in the book.Features:Covers modern OpenGL 4.0+ shader programming in C++, withinstructions for both PC/Windows and Macintosh.Illustrates every technique with running code examples. Everythingneeded to install the libraries, and complete source code for each example isprovided and fully explained.Includes step-by-step instruction for using each GLSL programmablepipeline stage (vertex, tessellation, geometry, and fragment).Explores practical examples for modeling, lighting and shadows(including soft shadows), terrain, and 3D materials such as wood and marble.Explains how to optimize code for performance, and use moderndevelopment tools such as the NVIDIANsight debugger.Includes companion files with all of the code, object models,figures, textures, skyboxes and skydomes, height and normal maps usedthroughout the book.

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Autorenporträt
John L. Clevenger is a computer science professor at California State University, Sacramento.