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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

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.

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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.

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OpenGL Library (5th Edition)

OpenGL-book

This boxed set includes:
The best-selling OpenGL® Programming Guide, Seventh Edition, which covers the latest releases of OpenGL, Versions 3.0 and 3.1, and includes a 16-page color insert. This is the definitive guide to graphics programming with OpenGL, the platform-independent standard for professional-quality 3D graphics.

The popular OpenGL® Shading Language, Third Edition, which addresses the more integrated nature of the shading language in OpenGL 3.0 and 3.1, with key coverage of special shading techniques, light and shading techniques, light and shadow shaders, and multipass shaders.

Plus: A bonus schematic poster of the OpenGL Machine for both the 3.0 and 3.1 versions of OpenGL

About the Authors
Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades.
Randi Rost was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it. He is also one of the first programmers to design and implement shaders using this technology. Randi works at Intel.
Bill Licea-Kane is principal member of technical staff at AMD and has been chair of the ARB OpenGL Shading Language workgroup since its inception. He has taught several courses in OpenGL Shading Language at both SIGGRAPH and GDC. Bill works in the
OpenGL Group at AMD.

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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).

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OpenGL - Uma Abordagem Prática e Objetiva

OpenGL-book

This is an introductory book, where Computer Graphics concepts are addressed in a practical way, linking theory and code samples. Knowledge of C/C++ is recommended, although the book also covers the use of OpenGL in Java, C# and Python. Topics include 2D/3D modeling, geometric transformations navigation in virtual environments, lighting, transparency, texture mapping, optimization, introduction to OpenGL Shading Language.

Este é um livro introdutório, onde os principais conceitos básicos de Computação Gráfica, são abordados de uma forma objetiva, unindo teoria e exemplos práticos. Conhecimento da linguagem C/C++ é recomendado, mas o livro também aborda o uso de OpenGL em Java, C# e Python. Tópicos incluem modelagem 2D/3D, transformações geométricas, navegação em ambientes virtuais, iluminação, transparência, mapeamento de textura, otimização, introdução à OpenGL Shading Language.

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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.

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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.

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OpenGL SuperBible 4th Edition

OpenGL-book

OpenGL SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. The reference pages for all of the OpenGL 2.1 commands are included!

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Computer Graphics Using Java 2D and 3D

OpenGL-book

This Java handbook makes a practical tutorial on Java 2D and Java 3D for computer professionals. It contains in-depth coverage of basic computer graphics concepts and techniques, and introduces advanced graphic features to an audience mostly trained in the Java language. Chapter topics include mathematical background for computer graphics, .geometric transformation, views, lighting and texturing, behavior and interaction, and animation. For computer programmers and engineers, data analysts, graphic designers/animators, and game developers.

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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.

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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.

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OpenGL Distilled

OpenGL Distilled

OpenGL Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you’re looking for. You’ll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips

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3D Computer Graphics : A Mathematical Introduction with OpenGL

Mathematical Introduction with</a>This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. <a href=Buy this book now.


ShaderX3: Advanced Rendering with DirectX and OpenGL

shaderX3This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming. All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. 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.


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.


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.



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