This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing 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.
The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
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