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Index
Cover Title Page 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 Java 1.1.2 OpenGL / GLSL 1.1.3 JOGL 1.1.4 JOML
1.2 Installation and Configuration
Chapter 2 The OpenGL Graphics Pipeline
2.1 The OpenGL Pipeline
2.1.1 Java/JOGL 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 Java 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 Loading Texture Image Files Using Java AWT Classes
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
Appendix A Installation and Setup for PC (Windows) Appendix B Installation and Setup for Macintosh Appendix C Using the Nsight Graphics Debugger Index
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