Computer Graphics Programming in OpenGL with JAVA
Edition: 2

Lib E-Book: 978 1 68392 265 0 / $124.95 Due: August 2018  
About Library E-Book

 

Hardback & DVD: 978 1 68392 219 3 / $59.95
 
Due: September 2018  
 

E-Book: 978 1 68392 220 9 / $35.95
 
Due: August 2018  
 

Publisher: Mercury Learning & Information
450 pp., 7" x 9"
four-color throughout
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations. It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh. Includes companion DVD with source code, models, textures, etc. used in the book.

Features:

• Includes new sections on implementing soft shadows, performance optimization, and updated tools and libraries such as the JOML math library and Nvidia’s Nsight.

• Covers modern OpenGL 4.0+ shader programming in Java, using Windows or Mac.

• Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided and fully explained.

• Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.


Table of Contents:
Chapter 1 – Getting Started
Chapter 2 – The OpenGL Graphics Pipeline
Chapter 3 – Mathematical Foundations
Chapter 4 – Managing 3D Graphics Data
Chapter 5 – Texture Mapping
Chapter 6 – 3D Models
Chapter 7 – Lighting
Chapter 8 – Shadows
Chapter 9 – Sky and Backgrounds
Chapter 10 – Enhancing Surface Detail
Chapter 11 – Parametric Surfaces
Chapter 12 – Tessellation
Chapter 13 – Geometry Shaders
Chapter 14 – Other Techniques.
Appendix A – Installation for PC
Appendix B – Installation for Mac
Appendix C – Nsight.