Computer Graphics Programming in OpenGL with Java - Info and Reading Options
By V. Scott Gordon and John L. Clevenger
"Computer Graphics Programming in OpenGL with Java" was published by Mercury Learning & Information in 2021 - Dulles, VA, it has 1 pages and the language of the book is English.
“Computer Graphics Programming in OpenGL with Java” Metadata:
- Title: ➤ Computer Graphics Programming in OpenGL with Java
- Authors: V. Scott GordonJohn L. Clevenger
- Language: English
- Number of Pages: 1
- Publisher: Mercury Learning & Information
- Publish Date: 2021
- Publish Location: Dulles, VA
Edition Specifications:
- Pagination: 516
Edition Identifiers:
- The Open Library ID: OL36435255M - OL26592359W
- ISBN-13: 9781683927341 - 9781683927358
- All ISBNs: 9781683927341 - 9781683927358
AI-generated Review of “Computer Graphics Programming in OpenGL with Java”:
"Computer Graphics Programming in OpenGL with Java" Description:
Open Data:
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 MacintoshIllustrates 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 marbleAdds new chapters on simulating water, stereoscopy, and ray tracing with compute shadersExplains how to optimize code with tools such as Nvidia’s Nsight debuggerIncludes 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 infomerclearning.com
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