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Computer Graphics ­Programming in OpenGL with ­Java

Rating
Format
Hardback, 516 pages
Published
United States, 1 October 2021

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, 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.

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

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Product Description

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, 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.

FEATURES

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Product Details
EAN
9781683927365
ISBN
1683927362
Other Information
includes disc
Dimensions
23 x 18 x 3.4 centimeters (1.29 kg)

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 and Compute Shaders
17: Stereoscopy for 3D Glasses and VR Headsets
Appendix A: Installation and Setup for Windows (PC)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Index

About the Author

Gordon V. Scott :
V. Scott Gordon is a computer science professor at California State University, Sacramento.

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

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