Computer Graphics Programming in OpenGL with Java

Computer Graphics Programming in OpenGL with Java

Author: V. Scott Gordon

Publisher: Mercury Learning and Information

Published: 2021-09-02

Total Pages: 626

ISBN-13: 1683927346

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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 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. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].


Computer Graphics Programming in OpenGL with Java

Computer Graphics Programming in OpenGL with Java

Author: V. Scott Gordon

Publisher:

Published: 2021-10-08

Total Pages: 516

ISBN-13: 9781683927365

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This 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


Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

Author: V. Scott Gordon

Publisher: Mercury Learning and Information

Published: 2020-12-09

Total Pages: 641

ISBN-13: 1683926706

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This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, 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 C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) 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 Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].


Foundations of 3D Graphics Programming

Foundations of 3D Graphics Programming

Author: Jim X. Chen

Publisher: Springer Science & Business Media

Published: 2008-12-10

Total Pages: 409

ISBN-13: 184800284X

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OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.


Computer Graphics from Scratch

Computer Graphics from Scratch

Author: Gabriel Gambetta

Publisher: No Starch Press

Published: 2021-05-13

Total Pages: 250

ISBN-13: 1718500769

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Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.


Introduction to Computer Graphics

Introduction to Computer Graphics

Author: Frank Klawonn

Publisher: Springer Science & Business Media

Published: 2012-01-18

Total Pages: 265

ISBN-13: 1447127331

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This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website.


Mobile 3D Graphics

Mobile 3D Graphics

Author: Kari Pulli

Publisher: Elsevier

Published: 2007-11-19

Total Pages: 462

ISBN-13: 0080555918

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Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM LtdThe exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. - Written by experts at Nokia whose workshops at industry conferences are blockbusters - The programs used in the examples are featured in thousands of professional courses each year


OpenGL Programming Guide

OpenGL Programming Guide

Author: Dave Shreiner

Publisher: Addison-Wesley

Published: 2013-03-19

Total Pages: 1489

ISBN-13: 0132748436

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Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance


Game and Graphics Programming for iOS and Android with OpenGL ES 2.0

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0

Author: Romain Marucchi-Foino

Publisher: John Wiley & Sons

Published: 2012-01-18

Total Pages: 329

ISBN-13: 1119976278

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Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.


Computer Graphics Programming in OpenGL with JAVA

Computer Graphics Programming in OpenGL with JAVA

Author: V. Scott Gordon

Publisher: Mercury Learning and Information

Published: 2018-09-20

Total Pages: 509

ISBN-13: 1683922204

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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 files with all of the source code, models, textures, skyboxes and normal maps used in the book. Features: • Includes new sections on implementing soft shadows, performance optimization, and updated tools such as the JOML math library and the NVIDIA® NsightTM debugger. • Covers modern OpenGL 4.0+ shader programming in Java/JOGL, with instructions for both PC/Windows and Macintosh. • Illustrates every technique with complete running code examples. Everything needed to install the libraries 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). • Includes companion files with code, object models, figures, and more.