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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. Ithas been designed in a 4-color,
"teach-yourself" format with numerousexamples that the reader can
run just as presented. Every shader stage is explored,from the
basics of modeling, textures, lighting, shadows, etc.,
throughadvanced techniques such as tessellation, normal mapping,
noise maps, as wellas new chapters on simulating water,
stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0
shaderprogramming in C , with instructions for both PC/Windows and
Macintosh Illustrates every technique with runningcode examples.
Everything needed to install the libraries, and complete sourcecode
for each example Includes step-by-step instruction for usingeach
GLSL programmable pipeline stage (vertex, tessellation, geometry,
andfragment) Explores practical examples formodeling, lighting, and
shadows (including soft shadows), terrain, water, and 3Dmaterials
such as wood and marble Adds new chapters on simulating water,
stereoscopy, and ray tracing with compute shaders Explains how to
optimize code for tools such as Nvidia's Nsight debugger Includes
companion files with code,object models, figures, and more.
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