Select Books on OpenGL and 3D Graphics Coding

OpenGL Reference Standards

Books about OpenGL

Books about 3D graphics with OpenGL information/focus

Books about Open Inventor

OpenGL 4 Shading Language Cookbook, Second Edition

http://www.opengl.org/img/uploads/books/opengl4-shading-cookbook.jpg

Over 70 recipes demonstrating simple and advanced techniques for producing high-quality, real-time 3D graphics using OpenGL and GLSL 4.x. Discover simple and advanced techniques for leveraging modern OpenGL and GLSL; Learn how to use the newest features of GLSL including compute shaders, geometry, and tessellation shaders; Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more; Clear, easy-to-follow examples with detailed explanations and full, cross-platform source code available from GitHub.

Buy this book now.


OpenGL Development Cookbook

OpenGL-book

Over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL.

Buy this book now.


Spieleentwicklung – OpenGL mit Fun-Faktor

OpenGL-book

The 430 page eBook “Spieleentwicklung - OpenGL mit Fun-Faktor” covers the fundamentals of modern OpenGL programming. Contents:

     
  • Post Processing
  •  
  • Deferred Lighting
  •  
  • Screen Space Ambient Occlusion (SSAO)
  •  
  • Deferred Shadow Calculations
  •  
  • HDR Rendering, Tone Mapping, Luminance Adaption and Bloom
  •  
  • Scene Composition (Layered Rendering)
  •  
  • Frame Buffer and Render Buffer Objects
  •  
  • Skeletal Animation
  •  
  • Uniform Buffer, Texture Buffer and Texture Array Objects
  •  
  • Geometry Instancing (Uniform Buffer Instancing and Texture Buffer Instancing)
  •  
  • Managed Rendering
  •  
  • GLSL Shader Programming
  •  
  • Resource Management
  •  
  • Lighting Models and Normal Mapping
  •  
  • Texture and Sampler Objects
  •  
  • Vertex Buffer and Index Buffer Objects
  •  
  • OpenGL Initialisation and Shutdown
  •  
  • Graphics Framework Programming

 

Buy this book now.


OpenGL Insights

OpenGL-book

Get Real-World Insight from Experienced Professionals in the OpenGL Community
With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers.

Go Beyond the Basics
The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling.

Sharpen Your Skills
Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

Buy this book now.


Interactive Computer Graphics: A Top-Down Approach with OpenGL (6th Edition)

OpenGL-book

This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals.

Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL®, 6e, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics.

Buy this book now.


OpenGL : A Primer (3rd Edition)

OpenGL-book

OpenGL®: A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that readers learn modern computer graphics best if they can start programming significant applications as soon as possible.

Introduction, Two-Dimensional Programming in OpenGL, Interaction and Animation, Basic Three-Dimensional Programming, Transformations, Lights and Materials, Images, Texture Mapping, Curves and Surfaces, Putting It Together, Looking to the Future.

For all readers interested in OpenGL.

Buy this book now.


Overview of OpenGL 4.0 Shading Language Cookbook

OpenGL-book

This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

Buy this book now.


OpenGL4.0グラフィックシステム [単行本]

OpenGL-book

OpenGL 4.0 Specification in Japanese. The reviews are in “This is a must buy book for programmers” and “it is a bible for me”.

Buy this book now.


Complete Guide to OpenSceneGraph

OpenGL-book

This handy book divides the core functionalities of the proved and comprehensive OpenSceneGraph (OSG) 3D graphics engine into different aspects, which are introduced in separate chapters. Each chapter can be treated as an individual part that covers one important field of OSG programming, along with several examples illustrating concrete usages and solutions.

Buy this book now.


Computer Graphics Through OpenGL: From Theory to Experiments

OpenGL-book

From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL Application Programming Interface (API) to program 3D applications.

Buy this book now.


Game Engine Architecture

OpenGL - Game Engine Architecture

A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Buy this book now.


OpenGL Library (6th Edition)

OpenGL-book

OpenGL® SuperBible, Sixth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.X. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised!

Buy this book now.


Essential 3D Game Programming: with C++ and OpenGL

OpenGL-book

With this book, students and programmers can make a full 3D PC video game from start to finish (inspired by the various 3D Super Mario games from Nintendo). Most books include a simple game or a demo but Sherrod walks the reader through development of a true complex game with 3 full levels - and could be extended further. Sherrod uses C++ and OpenGL as the languages of choice to demonstrate the process. Programming examples in OpenGL (OpenGL is popular and while there are OpenGL books, this one is unique in that its focus is creating a robust full game WITH OpenGL).

Buy this book now.


The OpenGL Programming Guide:  The Official Guide to Learning OpenGL Version 3.0 and 3.1

Red BookThe OpenGL®Programming Guide, Seventh Edition, 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. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. Buy this book now.


The OpenGL Shading Language

OGLSLOpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. Buy this book now.


Real-Time Rendering (3rd Edition)

OpenGL-bookBuilding on the success of Real-Time Rendering, this completely revised and updated second edition addresses new developments in rendering realistic three-dimensional images in a fraction of a second. It discusses the latest graphics hardware capabilities, while also presenting theoretical underpinnings and algorithms of lasting value. Buy this book now.


OpenGL(R) ES 2.0 Programming Guide (OpenGL)

OpenGL-book

OpenGL® ES 2.0 Programming Guide covers the entire OpenGL ES 2.0 API and pipeline with detailed examples, providing a guide for developing a wide range of high performance 3D applications for embedded devices. OpenGL ES 2.0 is a software interface for rendering sophisticated 3D graphics on handheld and embedded devices.  OpenGL ES 2.0 is the primary graphics library for embedded devices with programmable 3D hardware including cell phones, PDAs, consoles, appliances, vehicles and avionics.  With OpenGL ES 2.0, the full programmability of shaders has made its way onto small and portable devices.

Buy this book now.


Mobile 3D Graphics with OpenGL ES and M3G

OpenGL-book

Graphics and game developers must learn to program for mobility. This book will teach you how. The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.

Buy this book now.


OpenGL SuperBible 5th Edition

OpenGL-book

OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.

Buy this book now.


OpenGL Programming on Mac OS(R) X

OpenGL-book

The Macintosh has fully embraced OpenGL throughout its visual systems. In fact, Apple’s highly efficient, modern OpenGL implementation makes Mac OS X one of today’s best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.

Leading OpenGL experts Bob Kuehne and J. D. Sullivan thoroughly explain the Macintosh’s diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Macintosh platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Macintosh platform in your graphics applications.

Buy this book now.


Beginning Game Development with Python and Pygame

OpenGL-book

Beginning Game Development with Python and Pygame is written with the budding game developer in mind, introducing games development through the Python programming language and the popular Pygame games development library. Authored by industry veteran and Python expert Will McGugan, who most recently worked on the MotorStorm game for Play Station 3, you’ll be privy to insights that will not only help you to exploit PyGame to its maximum potential, but also make you a more creative and knowledgeable games developer all round.

Buy this book now.



Column Header
Column Footer
temperature-friend