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This book 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 and detailed explanations. Every
shader stage is explored, starting with the basics of modeling, lighting,
textures, etc., up through advanced techniques such as tessellation, soft
shadows, and generating realistic materials and environments. The book includes
companion files with all of the source code, models, textures, skyboxes and
normal maps used in the book.
Features:
- Covers modern OpenGL 4.0+ shader programming in C++, 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 is
provided and fully explained.
- 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, and 3D materials such as wood and marble.
- Explains how to optimize code for performance, and use modern
development tools such as the NVIDIA®
Nsight™ debugger.
- Includes companion files with all of the code, object models,
figures, textures, skyboxes and skydomes, height and normal maps used
throughout the book.