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Descripción Hardcover. Condición: new. Hardcover. 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. Ithas been designed in a 4-color, "teach-yourself" format with numerousexamples that the reader can run just as presented. Every shader stage is explored,from the basics of modeling, textures, lighting, shadows, etc., throughadvanced techniques such as tessellation, normal mapping, noise maps, as wellas new chapters on simulating water, stereoscopy, and ray tracing.FEATURES:Covers modern OpenGL 4.0 shaderprogramming in C , with instructions for both PC/Windows and MacintoshIllustrates every technique with runningcode examples. Everything needed to install the libraries, and complete sourcecode for each exampleIncludes step-by-step instruction for usingeach GLSL programmable pipeline stage (vertex, tessellation, geometry, andfragment)Explores practical examples formodeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marbleAdds new chapters on simulating water, stereoscopy, and ray tracing with compute shadersExplains how to optimize code for tools such as Nvidia's Nsight debuggerIncludes companion files with code,object models, figures, and more. No detailed description available for "Computer Graphics Programming in OpenGL with C++". Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Nº de ref. del artículo: 9781683926726
Descripción HRD. Condición: New. New Book. Shipped from UK. Established seller since 2000. Nº de ref. del artículo: CA-9781683926726
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Descripción Buch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 514 pp. Englisch. Nº de ref. del artículo: 9781683926726