This new edition 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 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 C++, with instructions
for both PC/Windows and Macintosh
- Adds new chapters on simulating water, stereoscopy, and ray tracing
- Includes companion files with code, object models, figures, and more
(also available for downloading by writing to the publisher)
- 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
- Explains how to optimize code for tools such as Nvidia's Nsight
debugger.
The companion files and instructor resources are available online by
emailing the publisher with proof of purchase at info@merclearning.com.