Computer Graphics Programming in OpenGL with Java by John L. Clevenger and Scott. Gordon (2021, Hardcover)

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About this product

Product Identifiers

PublisherMercury Learning & Information
ISBN-101683927362
ISBN-139781683927365
eBay Product ID (ePID)8050430058

Product Key Features

Number of Pages516 Pages
Publication NameComputer Graphics Programming in Opengl with Java
LanguageEnglish
Publication Year2021
SubjectComputer Graphics, Programming Languages / C++, Programming / Open Source
TypeTextbook
Subject AreaComputers
AuthorJohn L. Clevenger, Scott. Gordon
FormatHardcover

Dimensions

Item Weight46.5 Oz
Item Length9 in
Item Width7 in

Additional Product Features

Edition Number3
Intended AudienceScholarly & Professional
Dewey Edition23
Grade FromCollege Graduate Student
IllustratedYes
Grade ToCollege Graduate Student
Dewey Decimal006.686
Table Of Content1: Getting Started 2: The OpenGL Graphics Pipeline 3: Mathematical Foundations 4: Managing 3D Graphics Data 5: Texture Mapping 6: 3D Models 7: Lighting. 8: Shadows 9: Sky and Backgrounds 10: Enhancing Surface Detail 11: Parametric Surfaces 12: Tessellation 13: Geometry Shaders 14: Other Techniques 15: Simulating Water 16: Ray Tracing and Compute Shaders 17: Stereoscopy for 3D Glasses and VR Headsets Appendix A: Installation and Setup for Windows (PC) Appendix B: Installation and Setup for Macintosh Appendix C: Using the Nsight Graphics Debugger Index
SynopsisThis 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, Provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, along with its theoretical foundations. The book has been designed in a colour, 'teach-yourself' format, and is appropriate both for computer science graphics courses, and for professionals interested in mastering 3D graphics skills.
LC Classification NumberT386.O64

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