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请问学OpenGL看什么书比较好啊??
huage321
2006-10-25 09:41:17
请问学OpenGL看什么书比较好啊??
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请问学OpenGL看什么书比较好啊??
请问学OpenGL看什么书比较好啊??
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yangpan116
2006-11-08
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opengl编程指南,opengl超级宝典。都是好书。但是翻译烂人啊。
CEN0921
2006-11-07
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openGL编程权威指南 也就是传说中的红宝书了
还有openGL超级宝典
另外再参考下NeHe的教程
wu_chung_tang
2006-11-07
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其實現在realtime rendering用d3d或opengl都無所謂 關鍵技術都集中在shader上 這也是好事
snowforest88
2006-11-02
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我有<<opengl编程指南>>的电子书,不过是第四版的
snowforest88
2006-11-02
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超级宝典呢,兰皮书
higter
2006-10-31
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红宝书
opengl
es 2.0 API
opengl
es 2.0 API 网上没提供下载...俺提供!
opengl
es 2.0全面抛弃了 固定渲染管线.只能说shader的时代越来越近了..先下手为强 哈哈.反正nehe已经老黄历了.shader当道.感觉图形
学
门槛高了一大截.无论怎么说对很多
opengl
半瓶子来说是个坏消息吧,白
学
那么多API了,对算法至上的人类来说,算是个好消息吧.至少在嵌入式
opengl
上面是个巨大的变化了.es 2.0
书
还是有的,俺都看过了.感觉函数一下子干净了好多.非常完美的图形API.
学
OpenGL
编3D游戏[含全部源码]
学
OpenGL
编3D游戏(含全部源程序)讲述3D游戏的编写方法。 《
学
OpenGL
编3D游戏》重在游戏的实现方案。全
书
以一个完整(基本)的3D游戏为主线,采用循序渐进的方法,从建立
OpenGL
图形环境入手,讲解3D基本图形、构图原理;从引入摄像机,建立天空、山地、树木,到3D模型使用和3D动画模型的显示。用鱼骨方式讲解相关知识技术,完整地展示了3D游戏的编写过程。● 特点 重在游戏的基本实现方法 搭建一个基本功能的游戏环境 最新的外部功能模块的使用● 提供《
学
OpenGL
编3D游戏》的教
学
演示课件 《
学
OpenGL
编3D游戏》的教
学
课件。用多媒体的表现手法将
学
习过程完全显示在你面前,使用者可以随时查看所选章节的知识要点提示,可以观看程序的制作过程和效果,也可以马上进入到VC编辑器对范例程序修修改改,在实践中加深对知识的理解;还可以进入到网上论坛和朋友们讨论
学
习心得。● 内容提要第1 章
OpenGL
的程序框架__Windows、
OpenGL
程序框架的建立。第2 章
OpenGL
的基本图形__在
OpenGL
图形界面上作一些简单的图形。第3 章
OpenGL
的组合图形__用简单图形来构成两个复杂一点的3D模型。第4 章 摄像漫游__________有了摄像机你就可以在
OpenGL
场景中自由地漫游了。第5 章 开天辟地__________在
OpenGL
场景中有了天空、大地、景物。第6 章
OpenGL
中显示文字__介绍了
OpenGL
中文字的几种显示方式。第7 章 特殊的平面_树_____栽些树种些草,让这个
OpenGL
世界充满生机。第8 章 显示3D模型________在
OpenGL
场景中显示3DS格式的模型。第9 章 使用MD2动画模型___
OpenGL
场景中出现了活生生的人(3D动画模型)。第10 章 使用MDL动画模型__介绍一种更先进的动画模型—3D骨骼动画。第11章 射击、爆炸________逼真的爆炸效果,是用程序仿真爆炸的物理过程。第12章 碰撞检测__________加入碰撞检测后,游戏才有真实的感觉。第13章 游戏进度保存______场景(或进度)保存和调入是游戏必不可少的。
OpenGL
编程指南(第四版)(PDF)+源码
OpenGL
图形系统是一个软件接口,让程序员能够创建交互式程序,使用计算机图形
学
技术生成具有真实感的图像。本
书
是
OpenGL
ARB推荐的
OpenGL
1.4版
学
习指南。本
书
首先阐述
OpenGL
的功能和计算机图形
学
基本知识,包括状态管理和几何体的绘制、模型变换、视点变换和投影变换、颜色和光照;然后深入探讨一些高级技术,包括反走样、混合、雾效、显示列表、图像处理、纹理映射、帧缓存、网格化、NURBS、选择和反馈等;同时讨论其他一些重要主题,像如何提高程序的性能、
OpenGL
扩展和跨平台技术等。本
书
只要求读者有一定的C语言基础和数
学
知识,适合所有对
OpenGL
编程感兴趣的读者阅读。 注: 此文件大小为34MB
openGL
超级宝典(第四版).pdf
中文名:
openGL
超级宝典(第四版)及代码 英文名:
OpenGL
SuperBible (4th Edition) 版本: [PDF] 发行日期: 2007年06月28日 地区: 美国 对白语言: 英语 简介: 原
书
名:
OpenGL
SuperBible (4th Edition) 作者:Richard S. Wright, Jr. 出版社:Addison Wesley 页码: 1262 版次:4 丛
书
名:
OpenGL
SuperBible 出版日期: 2007-6-28 官方网站:http://www.starstonesoftware.com/
OpenGL
/ 本
书
是
OpenGL
编程指南,涵盖了使用新版本的
OpenGL
进行编程所需要的主要知识。 全
书
分3个部分,共23章,另有3个附录。第一部介绍经典
OpenGL
绘图的所有基础知识,包括3D图形和
OpenGL
简介,
OpenGL
空间绘图,几何转换,颜色、材料和光照,纹理贴图,曲线和表面,管线,交互式图形等内容。第二部分是着重介绍
OpenGL
的一些高级功能。第三部分别介绍了不同操作系统平台上的
OpenGL
功能特性和编程细节。 本
书
适合于希望精通
OpenGL
以便对他们的图形编程和3D图形知识进行扩展的程序员,也可以帮助那些经验丰富的
OpenGL
程序员
学
习如何移植自己的应用程序。本
书
既可以作为
学
习
OpenGL
的教材,也可以作为随时查阅的参考手册。 第二个文件是
书
里面代码 Editorial Reviews Product Description
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. Coverage includes · An entirely new chapter on
OpenGL
ES programming for handhelds · Completely rewritten chapters on
OpenGL
for Mac OS X and GNU/Linux · Up-to-the-minute coverage of
OpenGL
on Windows Vista · New material on floating-point color buffers and off-screen rendering · In-depth introductions to 3D modeling and object composition · Expert techniques for utilizing
OpenGL
’s programmable shading language · Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more · A fully updated API reference, and an all-new section of full-color images You’ll rely on this book constantly–whether you’re learning
OpenGL
for the first time, deepening your graphics programming expertise, upgrading from older versions of
OpenGL
, or porting applications from other environments. Now part of the
OpenGL
Technical Library–The official knowledge resource for
OpenGL
developers The
OpenGL
Technical Library provides tutorial and reference books for
OpenGL
. The Library enables programmers to gain a practical understanding of
OpenGL
and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the
OpenGL
Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of
OpenGL
and related technologies. Contents Preface xxvii About the Authors xxxv Introduction 1 Part I: The Old Testament Chapter 1 Introduction to 3D Graphics and
OpenGL
9 Chapter 2 Using
OpenGL
33 Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73 Chapter 4 Geometric Transformations: The Pipeline 127 Chapter 5 Color, Materials, and Lighting: The Basics 173 Chapter 6 More on Colors and Materials 229 Chapter 7 Imaging with
OpenGL
251 Chapter 8 Texture Mapping: The Basics 303 Chapter 9 Texture Mapping: Beyond the Basics 341 Chapter 10 Curves and Surfaces 377 Chapter 11 It’s All About the Pipeline: Faster Geometry Throughput 421 Chapter 12 Interactive Graphics 457 Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481 Chapter 14 Depth Textures and Shadows 495 Part II: The New Testament Chapter 15 Programmable Pipeline: This Isn’t Your Father’s
OpenGL
515 Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547 Chapter 17 Fragment Shading: Empower Your Pixel Processing 567 Chapter 18 Advanced Buffers 601 Part III: The Apocrypha Chapter 19 Wiggle:
OpenGL
on Windows 641 Chapter 20
OpenGL
on Mac OS X 685 Chapter 21
OpenGL
on Linux 713 Chapter 22
OpenGL
ES —
OpenGL
on the Small 735 Appendix A Further Reading/References 773 Appendix B Glossary 777 Appendix C API Reference 783 Index 1141 About the Author Richard S. Wright, Jr.has been using
OpenGL
for more than 12 years, since it first became available on the Windows platform, and teaches
OpenGL
programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using
OpenGL
. Previously with Real 3D/Lockheed Martin, Richard was a regular
OpenGL
ARB attendee and contributed to the
OpenGL
1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation. Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher. Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation
OpenGL
drivers. Benj’s participation in the
OpenGL
Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos
OpenGL
Ecosystem Technical SubGroup, he established the
OpenGL
SDK and created the
OpenGL
Pipeline newsletter, of which he remains editor. Benj will now participate in the Khronos
OpenGL
ES Working Group. After 12 years of
OpenGL
driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music. Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for
OpenGL
SuperBible, Third Edition, and contributed the chapters on GLX and
OpenGL
ES
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