This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book.
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Hardback or Cased Book. Condizione: New. Computer Graphics Programming in OpenGL with C++ 2.65. Book. Codice articolo BBS-9781501522598
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Condizione: New. V. Scott Gordon, Ph.D. and John Clevenger, Ph.D. are both computer science professors atCalifornia State University, Sacramento.This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along wi. Codice articolo 1437138920
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Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book. 568 pp. Englisch. Codice articolo 9781501522598
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Hardback. Condizione: New. This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book. Codice articolo LU-9781501522598
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