Modern Graphics Programming Primer - de Ruiter, Hans
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Présentation Modern Graphics Programming Primer Format Broché
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Résumé : Unlock the Secrets of Graphics Programming Mastery with the Modern Graphics Programming Primer!
The book doesn't try to cover everything in full detail. Instead, it covers the core fundamentals you need to get started:
- Explore the inner workings of the graphics pipeline, demystifying shaders, data buffers, etc.
- Learn 3D camera and object positioning using matrix algebra
- Grasp the fundamentals of simulating lighting in 3D (via the Phong lighting model)
- Performance tips and tricks to optimize your graphics engine's performance
- A cheat-sheet for common tasks using OpenGL ES 3, SDL2, and GLM
- A curated list of useful resources to deepen your knowledge and expand your expertise beyond what's covered in the book
You'll be grateful that there are:
- No obtuse math equations that'll confuse you before you get so much as a triangle on screen
- No heavy jargon loaded prose written for academics. Concepts are written in layman's terms so you won't need a computer science degree to just understand it
- No super advanced lighting techniques that look awesome, but are far out of reach to beginners. This book is laser focused on what you need to get started. You can learn advanced techniques later, after you've mastered the fundamentals
- Vulkan, Mantle or any other modern but insanely complex graphics APIs. Yes, these advanced APIs can achieve awesome results, but that power comes with great (mind-bending) complexity. They're NOT beginner friendly. The concepts in this book are fundamental, and can be used with any API
This book is intended to be read with the companion Getting Started with OpenGL ES 3+ Programming tutorial series. These hands-on tutorials cover the practical how-to side; taking you from zero to rendering a basic 3D scene with lighting. Be sure to get the tutorials too; they're part of your journey to graphics programming mastery.
About the AuthorHans de Ruiter is a software engineer with a background in computer vision and graphics. As a child/teenager he taught himself programming, constructed electronic circuits from kitsets, and also had a keen interest both science and in building things himself. He persued these interests further at university, going all the way through to a Ph.D. (at the University of Toronto).
He's written both graphics software and graphics drivers, giving him a broad understanding of how modern graphics cards work.
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