<b>Richard S. Wright, Jr.</b>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.
<b>Benjamin Lipchak</b> 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.
<b>Nicholas Haemel</b>, 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.
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.
發表於2024-11-15
OpenGL Superbible 2024 pdf epub mobi 電子書 下載
這本書非常值得一讀, 比 OpenGL 編程指南的價值要高些, 裏麵的代碼都非常具有參考價值, 尤其是在 Shading language 部分的內容和代碼, 可以讓人們初步體會到著色編程的美妙之處. 其他的例子也很不錯, 比如陰影方麵, 介紹瞭不少的方法實現, 這些方法在其他的圖形引擎都是可以用...
評分我是先讀的英文版的紅寶書,後來再讀的這本英文第五版,感覺相對於這本書來說,紅寶書更像本工具書,用來查閱更適閤,這本更適閤入門,建議看英文原版,作者語言風格很幽默,講述的也很到位,看著不會覺得纍,紅寶書看會就想換瞭。 還有一點opengl發展的很快,市麵上很多書籍還...
評分我是先讀的英文版的紅寶書,後來再讀的這本英文第五版,感覺相對於這本書來說,紅寶書更像本工具書,用來查閱更適閤,這本更適閤入門,建議看英文原版,作者語言風格很幽默,講述的也很到位,看著不會覺得纍,紅寶書看會就想換瞭。 還有一點opengl發展的很快,市麵上很多書籍還...
評分我是先讀的英文版的紅寶書,後來再讀的這本英文第五版,感覺相對於這本書來說,紅寶書更像本工具書,用來查閱更適閤,這本更適閤入門,建議看英文原版,作者語言風格很幽默,講述的也很到位,看著不會覺得纍,紅寶書看會就想換瞭。 還有一點opengl發展的很快,市麵上很多書籍還...
評分這本書非常值得一讀, 比 OpenGL 編程指南的價值要高些, 裏麵的代碼都非常具有參考價值, 尤其是在 Shading language 部分的內容和代碼, 可以讓人們初步體會到著色編程的美妙之處. 其他的例子也很不錯, 比如陰影方麵, 介紹瞭不少的方法實現, 這些方法在其他的圖形引擎都是可以用...
圖書標籤: openGL 圖形學 計算機圖形學 遊戲編程 Graphics 計算機科學 計算機 3D
業界稱為“藍書",和"紅書"配套使用效果更佳.
評分業界稱為“藍書",和"紅書"配套使用效果更佳.
評分業界稱為“藍書",和"紅書"配套使用效果更佳.
評分業界稱為“藍書",和"紅書"配套使用效果更佳.
評分業界稱為“藍書",和"紅書"配套使用效果更佳.
OpenGL Superbible 2024 pdf epub mobi 電子書 下載