Computer Graphics Programming in OpenGL with C++, 2/e (Hardcover)
暫譯: 使用 C++ 的 OpenGL 電腦圖形程式設計(第二版)(精裝本)

Gordon, V. Scott, Clevenger, John L.

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商品描述

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.

商品描述(中文翻譯)

這個新版本提供了使用 C++ 在 OpenGL 中進行現代 3D 圖形著色器編程的逐步指導,並介紹其理論基礎。它適合計算機科學圖形課程以及對掌握 3D 圖形技能感興趣的專業人士。書籍採用 四色、"自學" 格式設計,包含大量示例,讀者可以直接運行這些示例。每個著色器階段都被探討,從建模、紋理、照明、陰影等基本概念,到如細分、法線映射、噪聲圖等高級技術,以及關於水的模擬、立體視覺和光線追蹤的新章節。

特色:

- 涵蓋現代 OpenGL 4.0+ 的 C++ 著色器編程,提供 PC/Windows 和 Macintosh 的指導
- 新增關於水的模擬、立體視覺和光線追蹤的章節
- 包含伴隨文件,內含代碼、物件模型、圖形等(也可通過聯繫出版社下載)
- 用運行的代碼示例說明每個技術。提供安裝庫所需的一切,以及每個示例的完整源代碼
- 包含使用每個 GLSL 可編程管道階段(頂點、細分、幾何和片段)的逐步指導
- 探討建模、照明和陰影(包括柔和陰影)、地形、水以及木材和大理石等 3D 材料的實用示例
- 解釋如何為 Nvidia 的 Nsight 調試器等工具優化代碼。