(as of Oct 23,2021 18:38:25 UTC – Details)
+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
+Instructor resources available upon adoption
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 Authors
V. Scott Gordon, PhD and John Clevenger, PhD are both Computer Science professors at California State University Sacramento.