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Computer Graphics Programming in OpenGL with C++
Chapter 6: 3D Models
Chapter 6: 3D Models
Chapter in the book
Computer Graphics Programming in OpenGL with C++
Publisher:
Mercury Learning and Information
By:
Scott Vahl Gordon
and
John Clevenger
Paid access
|
Mar 2024
Book details
Table of contents
Table of contents
Frontmatter
Contents
Preface
Chapter 1: Getting Started
Chapter 2: The OpenGL Pipeline
Chapter 3: Mathematical Foundations
Chapter 4: Managing 3D Graphics Data
Chapter 5: Texture Mapping
Chapter 6: 3D Models
Chapter 7: Lighting
Chapter 8: Shadows
Chapter 9: Sky and Backgrounds
Chapter 10: Enhancing Surface Detail
Chapter 11: Parametric Surfaces
Chapter 12: Tessellation
Chapter 13: Geometry Shaders
Chapter 14: Other Techniques
Chapter 15: Simulating Water
Chapter 16: Ray Tracing and Compute Shaders
Chapter 17: Ray Tracing of Complex Models
Chapter 18: Stereoscopy for 3D Glasses and VR Headsets
Appendix A: Installation and Setup for PC (Windows)
Appendix B: Installation and Setup for Macintosh
Appendix C: Using the Nsight Graphics Debugger
Appendix D: Building a Simple Camera Controller
Index
26 chapters available
PDF preview is not available for this content.
PDF ISBN:
978-1-5015-1956-7
|
E-Pub ISBN:
978-1-5015-1958-1
|
Hardback ISBN:
978-1-5015-2259-8
|
DOI:
10.1515/9781501519567
Publisher:
Mercury Learning and Information
Copyright owner:
© 2024 Walter de Gruyter GmbH, Berlin/Boston
Publication date:
2024
Language:
English
Pages:
568
Related subjects:
Computer sciences
,
Programming and languages
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