Today's OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling "Red Book" describes the features through OpenGL version 4.3....
The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three−dimensional objects. With OpenGL, you can control computer−graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.
OpenGL is a software interface to graphics hardware. This interface consists of about 150 distinct commands that you use to specify the objects and operations needed to produce interactive three-dimensional applications. OpenGL is designed as a streamlined, hardware-independent interface to be implemented on many different hardware platforms. To achieve these qualities, no commands for performing windowing tasks or obtaining user input are included in OpenGL; instead, you must work through whatever windowing system controls the particular hardware you’re using.
This guide has the ideal number of chapters: 13. The first six chapters present basic information that you
need to understand to be able to draw a properly colored and lit three-dimensional object on the screen: Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do.
It also presents a simple OpenGL program and explains essential programming details you need to
know for subsequent chapters.
Chapter 2, "Drawing Geometric Objects," explains how to create a three-dimensional geometric
description of an object that is eventually drawn on the screen....
WHO THIS BOOK IS FOR
Be aware that this is not a beginner book. It is an intermediate-level book that assumes you
are familiar with linear algebra (matrices, vectors, and quaternions), you have a strong C/C++
programming background, you have at least touched base with OpenGL or OpenGL ES, and you
basically know how computer graphics work in general.
If you have this necessary knowledge, and want to make lightning-fast progress in game and
graphics programming, then you have found the right publication.
In the spring of 2001, we finished writing OpenGL Game Programming. Although the
book didn’t cover everything we had initially planned, we hoped that it would benefit
people learning to program games with OpenGL. The ensuing years have seen that
hope realized, as we’ve come into contact with dozens of people in person and many times
that number via e-mail and the Web who had used our book as a starting point into 3D
Lập trình 3D thì phổ biến nhất là dùng Direct3D hoặc OpenGL. Direct3D chỉ dùng được trên Windows, còn OpenGL đã là Industrial Standard từ khá lâu và có thể dùng được trên mọi OS. Nếu không bị bắt buộc phải dùng Direct3D, nên chọn OpenGL Để học OpenGL, có lẽ không thể thiếu cuốn OpenGL Programming Guide, còn gọi là The Red Book. Ngoài ra nên tham khảo tutorial trên NeHe
Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.
Over the years, the “Red Book” has become the authoritative reference for
each new version of the OpenGL API. Now we have the “Gold Book” for
OpenGL ES 2.0—a cross-platform open standard ushering in a new era of
shader programmability and visual sophistication for a wide variety of
embedded and mobile devices, from game consoles to automobiles, from
set top boxes to mobile phones.
Mobile phones, in particular, are impacting our everyday lives, as the
devices we carry with us are evolving into full mobile computers.
The OpenGL graphics system is a software interface to graphics hardware. (“GL” stands for “Graphics Library.”) It allows you to create interactive programs that produce color images of moving, threedimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures, or ones that depart from reality in imaginative ways.
Visit informit.com/learningseries for a complete list of available publications. The Addison-Wesley Learning Series is a collection of hands-on programming guides that help you quickly learn a new technology or language so you can apply what you’ve learned right away. Each title comes with sample code for the application or applications built in the text. This code is fully annotated and can be reused in your own projects with no strings attached.
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS — including the iPad and iPod Touch — with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL.
provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.
(BQ) Part 2 book "Programming interactivity" has contents: Bitmaps and pixels, physical feedback, protocols and communication, graphics and opengl, detection and gestures, movement and location, spaces and environments, further resources,...and other contents.
Jayme Schroeder was introduced to computers at a very young age. By 11, he had started
creating modifications and level packs for his favorite game. By age 16, he had found his true passion in game development and network programming in C++ and OpenGL. In early 2011, Jayme had received an Android smartphone and immediately fell in love with the development experience. Since then, he has been researching and developing for the Android platform on a daily basis.
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. The goal of this course is to demonstrate how to generate more satisfying images using OpenGL.
A Mathematical Introduction with OpenGL
This book is an introduction to 3-D computer graphics with particular emphasis on fundamentals and the mathematics underlying computer graphics. It includes descriptions of how to use the cross-platform OpenGL programming environment. It also includes source code for a ray tracing software package. (Accompanying software is available freely from the book’s Web site.
OpenGL (tiếng Anh Open Graphics Library) là một tiêu chuẩn kỹ thuật đồ họa có mục đích định ra một giao diện lập trình ứng dụng (tiếng Anh: API) đồ họa 3 chiều. OpenGL cũng có thể được dùng trong các ứng dụng đồ họa 2 chiều. Giao diện lập trình này chứa khoảng 250 hàm để vẽ các cảnh phức tạp từ những hàm đơn giản. Nó được dùng rộng rãi trong các trò chơi điện tử.