Best OpenGL Software Programming Books
OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors.
1. Math Practice Workbook Grades 6-8: 1000+ Questions You Need to Kill in Middle School by Brain Hunter Prep (Arithmetic, Algebra, Geometry, Measurement, … more in Kill It Series by Brain Hunter Prep)
Author: by Brain Hunter Prep
Published at: Brain Hunter Prep (February 27, 2020)
Prepare your child for middle school math with our award-winning Math Practice Workbook for Grades 6 to 8. Used by teachers, parents and students nationwide this workbook provides elementary school children with comprehensive practice questions that cover a wide range of topics they will encounter in elementary school.
Created by certified elementary school teachers, this workbook is the perfect supplementary workbook for any student in 6th grade, 7th grade or 8th grade. This workbook is also aligned to all Common Core State Standards. Topics Covered:ArithmeticNumbersOrder of OperationsPercentsPrime & Composite NumbersLeast Common Multiple and Greatest Common FactorRoundingFractionsFractions and DecimalsWord ProblemsScientific NotationLaws of ExponentsSquare RootsAbsolute ValueDivisibility RulesChallenge QuestionsAlgebraSimplifying Algebraic ExpressionsMultiplying Algebraic ExpressionsBasic Equations with Two VariablesLinear Equations with Two VariblesFunctionsWord ProblemsAverage Word ProblemsRations and Properties and RatesInequalitiesStrange SymbolismChallenge QuestionsGeometryAnglesLine Segments and MidpointTrianglesCirclesMeasurementsArea and PerimeterVolumeCoordinate GeometrySlope of line, equation of a line Challenge QuestionsProbability and StatisticsProbability (Independent and Dependent)Mean, Median and ModeCounting PrincipleChallenge Questions
2. Mathematics for 3D Game Programming and Computer Graphics, Third Edition
Author: by Eric Lengyel
Published at: Cengage Learning PTR; 3rd edition (June 2, 2011)
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination.
Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.
3. Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion.
Author: by Joey de Vries
Published at: Kendall & Welling (June 17, 2020)
Graphics programmers are often coined the ‘wizards’ of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete living worlds at our fingertips.
Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies.
After years of continuous work and improvements on the accompanying website learnopengl. Com, with the help of thousands of readers, its content has been professionally revised for this physical copy you now find in your hands. Graphics programming isn’t as hard as many people make it out to be…
You just need to start.
4. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V
Author: by John Kessenich
Published at: Addison-Wesley Professional; 9th edition (July 8, 2016)
Complete Coverage of OpenGL 4. 5the Latest Version (Includes 4.5, 4. 4, SPIR-V, and Extensions) The latest version of today’s leading worldwide standard for computer graphics, OpenGL 4. 5 delivers significant improvements in application efficiency, flexibility, and performance.OpenGL 4. 5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders.
OpenGL Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4. 4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling Red Book fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques.
Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders.
5. WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL)
Author: by Kouichi Matsuda
Published at: Addison-Wesley Professional; 1st edition (July 9, 2013)
Using WebGL, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices.
Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools.
OpenGL Superbible: Comprehensive Tutorial and Reference
Author: by Graham Sellers
Published at: Addison-Wesley Professional; 7th edition (July 21, 2015)
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 developmentboth desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples.
They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4. 5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.
7. Computer Graphics Programming in OpenGL with C++
Author: by V. Scott Gordon PhD
Published at: Mercury Learning & Information (September 30, 2018)
This book provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, teach-yourself format with numerous examples and detailed explanations.
Every shader stage is explored, starting with the basics of modeling, lighting, textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.
Features: Covers modern OpenGL 4. 0+ shader programming in C++, with instructions for both PC/Windows and Macintosh. Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
8. Practical Shader Development: Vertex and Fragment Shaders for Game Developers
Author: by Kyle Halladay
Published at: Apress; 1st ed. edition (April 11, 2019)
It’s time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers.
Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects.
You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments.
He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today.
9. Computer Graphics Programming in OpenGL with JAVA
Author: by V. Scott Gordon PhD
Published at: Mercury Learning & Information; 2nd edition (September 30, 2018)
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations. It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java.
It has been designed in a 4-color, teach-yourself format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh.
Includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book. Features: Includes new sections on implementing soft shadows, performance optimization, and updated tools such as the JOML math library and the NVIDIA Nsight debugger.
Covers modern OpenGL 4. 0+ shader programming in Java/JOGL, with instructions for both PC/Windows and Macintosh. Illustrates every technique with complete running code examples. Everything needed to install the libraries and run every example is provided and fully explained. Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment).
10. Computer Graphics: Principles and Practice
Author: by John Hughes
Published at: Addison-Wesley Professional; 3rd edition (July 10, 2013)
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original Foley and van Dam, helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike.
This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphicsknowledge that is essential for successful work both now and in the future.
Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently.
11. Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL)
Author: by Graham Sellers
Published at: Addison-Wesley Professional; 1st edition (October 31, 2016)
The Definitive Vulkan Developer’s Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability.
Vulkan Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments. Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language.
The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan’s uniqueness and its exceptional power. You’ll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders.
The author especially shows how to handle tasks such as synchronization, scheduling, and memory management that are now the developer’s responsibility. Vulkan Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.
12. Vulkan Cookbook: Work through recipes to unlock the full potential of the next generation graphics API – Vulkan
Author: by Pawel Lapinski
Published at: Packt Publishing (April 28, 2017)
Work through recipes to unlock the full potential of the next generation graphics APIVulkan About This Book This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API.
Teaches techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices. Presents exciting imaging processing and post-processing techniques. Who This Book Is For This book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics.
Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful. What You Will Learn Work with Swapchain to present images on screen Create, submit, and synchronize operations processed by the hardware Create buffers and images, manage their memory, and upload data to them from CPU Explore descriptor sets and set up an interface between application and shaders Organize drawing operations into a set of render passes and subpasses Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques Write shaders in GLSL and convert them into SPIR-V assemblies Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks In Detail Vulkan is the next generation graphics API released by the Khronos group.
13. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL
Author: by Gabor Szauer
Published at: Packt Publishing; Illustrated edition (June 12, 2020)
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book Description Animation is one of the most important parts of any game.
Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system.
You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering.
14. OpenGL 4 Shading Language Cookbook: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition
Author: by David Wolff
Published at: Packt Publishing (September 28, 2018)
Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4. 6 Key Features Explore techniques for implementing shadows using shadow maps and shadow volumes Learn to use GLSL features such as compute, geometry, and tessellation shaders Use GLSL to create a wide variety of modern, realistic visual effects Book Description OpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them.
The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects.
After that, you’ll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes).
15. C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming
Author: by Siddharth Shekar
Published at: Packt Publishing (May 3, 2019)
Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries Key Features Learn how you can build basic 2D and complex 3D games with C++ Understand shadows, texturing, lighting, and rendering in 3D game development using OpenGL Uncover modern graphics programming techniques and GPU compute methods using the Vulkan API Book Description Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development.
This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You’ll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection.
16. OpenGL Shading Language (3rd Edition)
Author: by Randi J. Rost
Published at: AddisonWesley Professional; 3rd edition (July 20, 2009)
OpenGL Shading Language, Third Edition, extensively updated for OpenGL 3. 1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability.
With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it.
The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.