Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques-beyond those learned in introductory computer graphics texts-is not as easy to come by as inexpensive hardware.
This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques-those that don't require esoteric hardware or custom graphics libraries-that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.
* Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. * Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. * Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others. * Code fragments are used in the book, and full blown example programs for virtually every algorithm are available at www.mkp.com/opengl
Take your OpenGL skills to the next level
By calvinnme - April 14, 2006
Since its first release in 1992, OpenGL has been rapidly adopted as the graphics API of choice for real-time interactive 3D graphics applications. The OpenGL state machine is easy to understand, but its simplicity and orthogonality enable a multitude of interesting effects that require more room than can be accommodated in the OpenGL "Red Book". The objective of this book is to demonstrate how to generate more satisfying images using OpenGL in general, and how to achieve some sophisticated results in particular. There are three general areas of discussion: basic OpenGL concepts, basic techniques, and advanced techniques. The first part of the book goes over some of the more basic OpenGL material - 3D transformations, color, shading, and lighting. Although the second part of the book - basic techniques - may look old hat at first, it does cover some interesting subjects such as deferred shading and image processing techniques that you don't normally think of as wedded to computer... read more
A new review (again)
By Maximus Payne "Payne" - June 2, 2005
I posted a review before, but I decided again to change it. Everything I said I will repeat more or less.
There is a paper on OpenGL.org written by an author, and much of that paper's info is in the book. It is not a direct reprint though. I was disappointed because I had an immediate impression it was just a total reprint of a free document. Also, the book is not hand-on at all, you really have to know your way around OpenGL to implement the techniques. It's not a quick teach-yourself-OpenGL book.
Now, I came back to update my review, because the first few chapters are crammed full of info that is really, really good. Well worth the money for the book. If you really want to know OpenGL on the inside... this book is it. It's just alot of reading, and very little hands-on. And some info in here you can find on OpenGL.org, but much newer techniques are covered to.
So I bumped it back to 5 stars, and it is an honest review. It is really worth it for these... read more
Excellent Intermediate Level Book
By Petr Sikachev - February 8, 2008
Today there are many books for pro (GPU Gems, ShaderX etc), many for beginners (superbible, redbook, orange book etc), but practically no for intermediate level. This is one of them. It's well written and tells the basics of advanced 3D algorithms: batching, env mapping, bump mapping etc. Disadvantages are: -too short articles on difficult topics -too much (for me) about CADs -somewhat old (using pbuffers instead of FBOs) P. S. The link for source codes from the book doesn't work, use the following one: [...]
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