This new edition provides both step-by-step instruction on modern 3D
graphics shader programming in OpenGL with Java in addition to reviewing
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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Covers modern OpenGL 4.0+ shader programming in Java, with
instructions for both PC/Windows and Macintosh
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Illustrates every technique with running code examples. Everything
needed to install the libraries, and complete source code for each
example
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Includes step-by-step instruction for using each GLSL programmable
pipeline stage (vertex, tessellation, geometry, and fragment)
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Explores practical examples for modeling, lighting and shadows
(including soft shadows), terrain, water, and 3D materials such as
wood and marble
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Adds new chapters on simulating water, stereoscopy, and ray tracing
with compute shaders
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Explains how to optimize code with tools such as Nvidia's Nsight
debugger
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Includes companion files with code, object models, figures, and more.
The companion files and instructor resources are available online by
emailing the publisher with proof of purchase at info@merclearning.com.