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Modern Graphics Programming Primer

Om Modern Graphics Programming Primer

Unlock the Secrets of Graphics Programming Mastery with the "Modern Graphics Programming Primer!" It seems like there are only options for learning graphics programming: tutorials that only scratch the surface, and huge "teach you everything" graphics programming books that are completely overwhelming. Following tutorials alone will only get you so far, while the huge books bog you down with details so much, that mastering anything feels impossible. Kickstart your path to graphics programming mastery with this deliberately short yet to-the-point and focused book. Learn how Graphics Processing Units (GPUs) work, and the theory they're built on. Then you'll be able to think creatively instead of blindly following tutorials.What's InsideThe 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 algebraGrasp the fundamentals of simulating lighting in 3D (via the Phong lighting model)Performance tips and tricks to optimize your graphics engine's performanceA cheat-sheet for common tasks using OpenGL ES 3, SDL2, and GLMA curated list of useful resources to deepen your knowledge and expand your expertise beyond what's covered in the bookWhat's NOT insideYou'll be grateful that there are: No obtuse math equations that'll confuse you before you get so much as a triangle on screenNo 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 itNo 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 fundamentalsVulkan, 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 APIBe Sure to Get The Companion TutorialsThis 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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  • Språk:
  • Engelsk
  • ISBN:
  • 9781794529458
  • Bindende:
  • Paperback
  • Sider:
  • 58
  • Utgitt:
  • 18. februar 2019
  • Dimensjoner:
  • 200x4x248 mm.
  • Vekt:
  • 240 g.
  Gratis frakt
Leveringstid: 2-4 uker
Forventet levering: 17. januar 2025
Utvidet returrett til 31. januar 2025
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Beskrivelse av Modern Graphics Programming Primer

Unlock the Secrets of Graphics Programming Mastery with the "Modern Graphics Programming Primer!" It seems like there are only options for learning graphics programming: tutorials that only scratch the surface, and huge "teach you everything" graphics programming books that are completely overwhelming. Following tutorials alone will only get you so far, while the huge books bog you down with details so much, that mastering anything feels impossible. Kickstart your path to graphics programming mastery with this deliberately short yet to-the-point and focused book. Learn how Graphics Processing Units (GPUs) work, and the theory they're built on. Then you'll be able to think creatively instead of blindly following tutorials.What's InsideThe 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 algebraGrasp the fundamentals of simulating lighting in 3D (via the Phong lighting model)Performance tips and tricks to optimize your graphics engine's performanceA cheat-sheet for common tasks using OpenGL ES 3, SDL2, and GLMA curated list of useful resources to deepen your knowledge and expand your expertise beyond what's covered in the bookWhat's NOT insideYou'll be grateful that there are: No obtuse math equations that'll confuse you before you get so much as a triangle on screenNo 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 itNo 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 fundamentalsVulkan, 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 APIBe Sure to Get The Companion TutorialsThis 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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