{"product_id":"computer-graphics-programming-in-opengl-with-c-hardcover","title":"Computer Graphics Programming in OpenGL with C++ - Hardcover","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eV. Scott Gordon\u003c\/b\u003e (Author), \u003cb\u003eJohn L. Clevenger\u003c\/b\u003e (Author)\u003c\/p\u003e\u003cp\u003eThis 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 \u003ci\u003e4-color\u003c\/i\u003e, \"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. \u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cb\u003eFEATURES: \u003c\/b\u003e\u003cbr\u003e\u003cul\u003e\n\u003cli\u003eCovers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC\/Windows and Macintosh\u003c\/li\u003e\n\u003cli\u003eAdds new chapters on simulating water, stereoscopy, and ray tracing\u003c\/li\u003e\n\u003cli\u003eIncludes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher)\u003c\/li\u003e\n\u003cli\u003eIllustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example \u003c\/li\u003e\n\u003cli\u003eIncludes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment)\u003c\/li\u003e\n\u003cli\u003eExplores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble\u003c\/li\u003e\n\u003cli\u003eExplains how to optimize code for tools such as Nvidia's Nsight debugger.\u003c\/li\u003e\n\u003c\/ul\u003eThe companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eGordon V. Scott: \u003cbr\u003eV. Scott Gordon is a computer science professor at California State University, Sacramento.\u003c\/p\u003e \u003cp\u003eClevenger John L.: \u003cbr\u003eJohn L. Clevenger is a computer science professor at California State University, Sacramento.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 514\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 1.3 x 9.2 x 7.2 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e January 19, 2021\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":47213648183545,"sku":"9781683926726","price":88.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0789\/2782\/3097\/files\/PQ8efZANrB9781683926726.webp?v=1768108931","url":"https:\/\/bookscloud.io\/products\/computer-graphics-programming-in-opengl-with-c-hardcover","provider":"BooksCloud Book Dropshipping","version":"1.0","type":"link"}