The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

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

Android NDK Game Development Cookbook


The book “Android NDK Game Development Cookbook” is all about writing cross platform C++ code for mobile platforms. It tells a lot about writing portable wrappers on top of OpenGL ES 2 and OpenGL 3 Core Profile to make your graphical mobile apps runnable in desktop environments.

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Mastering Android NDK


Despite its name, almost half of the book “Mastering Android NDK” is dedicated to writing an OpenGL-based scene graph renderer. It touches basics of scene graph design, material systems, shadows, scene sorting, particle systems and similar high level concepts as well as writing low-level multi-platform code using OpenGL 4 and OpenGL ES 2 and 3.

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OpenGL Game Development By Example


“OpenGL Game Development By Example” starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system.

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Vulkan Programming Guide: The Official Guide to Learning Vulkan


The Vulkan Programming Guide is the essential, authoritative reference to this new standard, for graphics programmers at all levels of experience, in any Vulkan environment, on any platform. The book is written by John Kessenich and Graham Sellers, both Khronos Group members.

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OpenGL Data Visualization Cookbook

Over 40 hands-on recipes to create impressive, stunning visuals for a wide range of real-time, interactive applications using OpenGL

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OpenGL ES 3.0 Cookbook

Over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges Buy this book now

OpenGL SuperBible 7th Edition

OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. Buy this book now

OpenGL ES 3.0 Programming Guide (2nd Edition)

OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. Buy this book now

Computer Graphics Through OpenGL: From Theory to Experiments

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents 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 code 3D scenes and animation, including games and movies. Buy this book now

OpenGL Development Cookbook

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

OpenGL 4 Shading Language Cookbook - Second Edition

Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way. Buy this book now

Spieleentwicklung – OpenGL mit Fun-Faktor


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
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OpenGL Insights

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. 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. 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)


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.

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Overview of OpenGL 4.0 Shading Language Cookbook

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 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

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

OpenGL Library (6th Edition)

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

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 Book
The 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