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
General
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