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  • av V. Scott Gordon & John L. Clevenger
    965,-

    This book provides step-by-stepinstruction on modern 3D graphics shader programming in OpenGL with C++, alongwith its theoretical foundations. It is appropriate both for computer sciencegraphics courses and for professionals interested in mastering 3D graphicsskills. It has been designed in a 4-color,"e;teach-yourself"e; format with numerous examples and detailed explanations. Everyshader stage is explored, starting with the basics of modeling, lighting,textures, etc., up through advanced techniques such as tessellation, softshadows, and generating realistic materials and environments. The book includescompanion files with all of the source code, models, textures, skyboxes andnormal maps used in the book.Features:Covers modern OpenGL 4.0+ shader programming in C++, withinstructions for both PC/Windows and Macintosh.Illustrates every technique with running code examples. Everythingneeded to install the libraries, and complete source code for each example isprovided and fully explained.Includes step-by-step instruction for using each GLSL programmablepipeline 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 moderndevelopment tools such as the NVIDIANsight debugger.Includes companion files with all of the code, object models,figures, textures, skyboxes and skydomes, height and normal maps usedthroughout the book.

  • av V. Scott Gordon & John L. Clevenger
    1 069,-

    This book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. It has been designed in a 4-color, "e;teach-yourself"e; format with numerous examples that the reader can run just as presented. The book is unique because it teaches OpenGL programming in Java, using JOGL - a standard Java "e;wrapper"e; for OpenGL's native C calls. Includes companion files with source code and images. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.Features:* Covers OpenGL 4.0+ shader programming using Java.* Includes companion files with code, images from the book, and more * Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided. * Includes every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples. * Underlying OpenGL C calls are always exposed - the reader learns them. NOTE: Instructions for MAC users are available by writing info@merclearning.com

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