1: Getting Started 2: The OpenGL Graphics Pipeline 3: Mathematical Foundations 4: Managing 3D Graphics Data 5: Texture Mapping 6: 3D Models 7: Lighting 8: Shadows 9: Sky and Backgrounds 10: Enhancing Surface Detail 11: Parametric Surfaces 12: Tessellation 13: Geometry Shaders 14: Other Techniques 15: Simulating Water 16: Ray Tracing 17: Stereoscopy Appendix A: Installation and Setup for Windows (PC) Appendix B: Installation and Setup for Macintosh Appendix C: Using the Nsight Graphics Debugger Index
Companion Files: (also available for downloading by writing to the publisher at info@merclearning.com)
The source code for every program in the book, organized by chapter
The OBJ models used in the examples, and the various texture files
Cubemaps and skydomes for generating environments
Height maps and normal maps for achieving realistic detail
High resolution copies of all of the book's figures
Gordon V. Scott :
V. Scott Gordon is a computer science professor at California State University, Sacramento.Clevenger John L. :
John L. Clevenger is a computer science professor at California State University, Sacramento.