OpenGL(R) Programming Guide, Sixth Edition OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL(R) Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL ...
Designed for the OpenGL Shading Language, this book is from a graphics industry veteran. It contains topics ranging from beginning shader development to advanced topics such as the spherical harmonic lighting model.
OpenGL is an environment for developing 2D and 3D graphics and game applications. This text provides a guide to OpenGL extensions and concentrates specifically on the extensions most important to developing modern 3D games.
Assuming no background in computer graphics, this junior - to graduate-level course presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics.
Focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. This book discusses practical rendering methods used in games and other applications. It also presents a theoretical framework and relevant mathematics for the field of interactive computer graphics.
Shows step-by-step how to make a shader-based graphics engine and how to tame the technology. This work covers the essential techniques of scene graph management, and methods for managing memory usage in game consoles and portable game players. It also includes shader programming, physics, and memory management for game consoles and portables.
OpenGL(R): A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that students learn modern computer graphics best if they can start programming significant applications as ...