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ویرایش: [2 ed.] نویسندگان: V. Scott Gordon (PhD), John L. Clevenger (PhD) سری: ISBN (شابک) : 1683926722, 9781683926719 ناشر: Mercury Learning and Information سال نشر: 2021 تعداد صفحات: 514 [535] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 56 Mb
در صورت تبدیل فایل کتاب Computer Graphics Programming in OpenGL with C++ به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب برنامه نویسی گرافیک رایانه در OpenGL با C نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half-Title Title Copyright Contents Preface What’s New in this Edition Intended Audience How to Use This Book Acknowledgments About the Authors Chapter 1: Getting Started 1.1 Languages and Libraries 1.1.1 C++ 1.1.2 OpenGL / GLSL 1.1.3 Window Management 1.1.4 Extension Library 1.1.5 Math Library 1.1.6 Texture Management 1.1.7 Optional Libraries 1.2 Installation and Configuration Chapter 2: The OpenGL Graphics Pipeline 2.1 The OpenGL Pipeline 2.1.1 C++/OpenGL Application 2.1.2 Vertex and Fragment Shaders 2.1.3 Tessellation 2.1.4 Geometry Shader 2.1.5 Rasterization 2.1.6 Fragment Shader 2.1.7 Pixel Operations 2.2 Detecting OpenGL and GLSL Errors 2.3 Reading GLSL Source Code from Files 2.4 Building Objects from Vertices 2.5 Animating a Scene 2.6 Organizing the C++ Code Files Chapter 3: Mathematical Foundations 3.1 3D Coordinate Systems 3.2 Points 3.3 Matrices 3.4 Transformation Matrices 3.4.1 Translation 3.4.2 Scaling 3.4.3 Rotation 3.5 Vectors 3.5.1 Uses for Dot Product 3.5.2 Uses for Cross Product 3.6 Local and World Space 3.7 Eye Space and the Synthetic Camera 3.8 Projection Matrices 3.8.1 The Perspective Projection Matrix 3.8.2 The Orthographic Projection Matrix 3.9 Look-At Matrix 3.10 GLSL Functions for Building Matrix Transforms Chapter 4: Managing 3D Graphics Data 4.1 Buffers and Vertex Attributes 4.2 Uniform Variables 4.3 Interpolation of Vertex Attributes 4.4 Model-View and Perspective Matrices 4.5 Our First 3D Program – a 3D Cube 4.6 Rendering Multiple Copies of an Object 4.6.1 Instancing 4.7 Rendering Multiple Different Models in a Scene 4.8 Matrix Stacks 4.9 Combating " Z-Fighting" Artifacts 4.10 Other Options for Primitives 4.11 Coding for Performance 4.11.1 Minimizing Dynamic Memory Allocation 4.11.2 Pre-Computing the Perspective Matrix 4.11.3 Back-Face Culling Chapter 5: Texture Mapping 5.1 Loading Texture Image Files 5.2 Texture Coordinates 5.3 Creating a Texture Object 5.4 Constructing Texture Coordinates 5.5 Loading Texture Coordinates into Buffers 5.6 Using the Texture in a Shader: Sampler Variables and Texture Units 5.7 Texture Mapping: Example Program 5.8 Mipmapping 5.9 Anisotropic Filtering 5.10 Wrapping and Tiling 5.11 Perspective Distortion 5.12 Textures – Additional OpenGL Details Chapter 6: 3D Models 6.1 Procedural Models – Building a Sphere 6.2 OpenGL Indexing – Building a Torus 6.2.1 The Torus 6.2.2 Indexing in OpenGL 6.3 Loading Externally Produced Models Chapter 7: Lighting 7.1 Lighting Models 7.2 Lights 7.3 Materials 7.4 ADS Lighting Computations 7.5 Implementing ADS Lighting 7.5.1 Gouraud Shading 7.5.2 Phong Shading 7.6 Combining Lighting and Textures Chapter 8: Shadows 8.1 The Importance of Shadows 8.2 Projective Shadows 8.3 Shadow Volumes 8.4 Shadow Mapping 8.4.1 Shadow Mapping (PASS ONE) – "Draw" Objects from Light Position 8.4.2 Shadow Mapping (Intermediate Step) – Copying the Z-Buffer to a Texture 8.4.3 Shadow Mapping (PASS TWO) – Rendering the Scene with Shadows 8.5 A Shadow Mapping Example 8.6 Shadow Mapping Artifacts 8.7 Soft Shadows 8.7.1 Soft Shadows in the Real World 8.7.2 Generating Soft Shadows – Percentage Closer Filtering (PCF) 8.7.3 A Soft Shadow/PCF Program Chapter 9: Sky and Backgrounds 9.1 Skyboxes 9.2 Skydomes 9.3 Implementing a Skybox 9.3.1 Building a Skybox from Scratch 9.3.2 Using OpenGL Cube Maps 9.4 Environment Mapping Chapter 10: Enhancing Surface Detail 10.1 Bump Mapping 10.2 Normal Mapping 10.3 Height Mapping Chapter 11: Parametric Surfaces 11.1 Quadratic Bézier Curves 11.2 Cubic Bézier Curves 11.3 Quadratic Bézier Surfaces 11.4 Cubic Bézier Surfaces Chapter 12: Tessellation 12.1 Tessellation in OpenGL 12.2 Tessellation for Bézier Surfaces 12.3 Tessellation for Terrain / Height Maps 12.4 Controlling Level of Detail (LOD) Chapter 13: Geometry Shaders 13.1 Per-Primitive Processing in OpenGL 13.2 Altering Primitives 13.3 Deleting Primitives 13.4 Adding Primitives 13.5 Changing Primitive Types Chapter 14: Other Techniques 14.1 Fog 14.2 Compositing / Blending / Transparency 14.3 User-Defined Clipping Planes 14.4 3D Textures 14.5 Noise 14.6 Noise Application – Marble 14.7 Noise Application – Wood 14.8 Noise Application – Clouds 14.9 Noise Application – Special Effects Chapter 15: Simulating Water 15.1 Pool Surface and Floor Geometry Setup 15.2 Adding Surface Reflection and Refraction 15.3 Adding Surface Waves 15.4 Additional Corrections 15.5 Animating the Water Movement 15.6 Underwater Caustics Chapter 16: Ray Tracing and Compute Shaders 16.1 Compute Shaders 16.1.1 Compiling and Using Compute Shaders 16.1.2 Parallel Computing in Compute Shaders 16.1.3 Work Groups 16.1.4 Work Group Details 16.1.5 Work Group Limitations 16.2 Ray Casting 16.2.1 Defining the 2D Texture Image 16.2.2 Building and Displaying the Ray Cast Image 16.2.3 Ray-Sphere Intersection 16.2.4 Axis-Aligned Ray-Box Intersection 16.2.5 Output of Simple Ray Casting Without Lighting 16.2.6 Adding ADS Lighting 16.2.7 Adding Shadows 16.2.8 Non-Axis-Aligned Ray-Box Intersection 16.2.9 Determining Texture Coordinates 16.2.10 Plane Intersection and Procedural Textures 16.3 Ray Tracing 16.3.1 Reflection 16.3.2 Refraction 16.3.3 Combining Reflection, Refraction, and Textures 16.3.4 Increasing the Number of Rays 16.3.5 Generalizing the Solution 16.3.6 Additional Examples 16.3.7 Blending Colors for Transparent Objects Chapter 17: Stereoscopy for 3D Glasses and VR Headsets 17.1 View and Projection Matrices for Two Eyes 17.2 Anaglyph Rendering 17.3 Side-by-Side Rendering 17.4 Correcting Lens Distortion in Headsets 17.5 A Simple Testing Hardware Configuration Appendix A Installation and Setup for PC (Windows) Appendix B Installation and Setup for Macintosh Appendix C Using the Nsight Graphics Debugger Index