Difference between revisions of "ResourcesCSE167S16"

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(Shader Programming)
 
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=Text Books and Resources=
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=Text Book and Resources=
  
All exam relevant material will be taught in class, and the instructor's lecture slides will be available on-line. For more detailed descriptions of the covered topics, the instructor recommends the following text books for this course. Both are available on-line, at least in older versions, which will work just fine for the class.
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All exam relevant material will be taught in class, and the instructor's lecture slides will be available on-line. For more detailed descriptions of the covered topics, the instructor recommends the following text book for this course.  
  
 
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{| border="1" style="text-align:left;"
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| Peter Shirley, Steve Marschner: ''Fundamentals of Computer Graphics'', Fourth Edition, 2015 (earlier editions will also work). A K Peters/CRC Press, ISBN 1482229390 [http://www.cs.utah.edu/~shirley/books/fcg2/ Author's site], [http://www.amazon.com/Fundamentals-Computer-Graphics-Fourth-Marschner/dp/1482229390/ref=sr_1_1?ie=UTF8&qid=1459276966&sr=8-1&keywords=Fundamentals+of+Computer+Graphics Amazon.com], [http://books.google.com/books?id=WY5Urwcqsa4C&lpg=PR1&ots=QENdP6x8xd&dq=shirley%20graphics&pg=PR1#v=onepage&q&f=false On-Line at Google Books]
 
| Peter Shirley, Steve Marschner: ''Fundamentals of Computer Graphics'', Fourth Edition, 2015 (earlier editions will also work). A K Peters/CRC Press, ISBN 1482229390 [http://www.cs.utah.edu/~shirley/books/fcg2/ Author's site], [http://www.amazon.com/Fundamentals-Computer-Graphics-Fourth-Marschner/dp/1482229390/ref=sr_1_1?ie=UTF8&qid=1459276966&sr=8-1&keywords=Fundamentals+of+Computer+Graphics Amazon.com], [http://books.google.com/books?id=WY5Urwcqsa4C&lpg=PR1&ots=QENdP6x8xd&dq=shirley%20graphics&pg=PR1#v=onepage&q&f=false On-Line at Google Books]
 
| [[Image:shirley-cover2015.jpg|200px]]
 
| [[Image:shirley-cover2015.jpg|200px]]
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| Dave Shreiner: ''OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1''. Pearson Education, ISBN 8131721841, [http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321552628/ref=dp_ob_title_bk at Amazon]. An older version is on-line: [http://www.glprogramming.com/red/ Version 1.1],[http://fly.srk.fer.hr/~unreal/theredbook/ alternate link], [http://www.opengl.org/resources/code/samples/redbook/ sample programs]
 
Note that the latest version of the book covers a newer version of OpenGL, whereas in class we use the original OpenGL. So don't buy this book if it covers OpenGL 3.0 or higher.
 
| [[Image:opengl.png|200px]]
 
 
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==3D Graphics==
 
==3D Graphics==
* [http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html Excellent introduction to OpenGL]
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* [http://www.swiftless.com/opengl4tuts.html Tutorials for OpenGL 3 and up]
* [http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ NeHe Productions OpenGL Tutorials]
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* [http://www.lighthouse3d.com/tutorials/ Lighthouse 3D Tutorials]
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* [http://www.tomdalling.com/blog/category/modern-opengl/ Tom Dalling's Modern OpenGL Tutorial]
 
* [http://www.humus.name/index.php?page=3D Humus 3D]: lots of advanced graphics algorithms, but not all in OpenGL
 
* [http://www.humus.name/index.php?page=3D Humus 3D]: lots of advanced graphics algorithms, but not all in OpenGL
 
* [http://www.realtimerendering.com/ Website of the book on real-time rendering] by Tomas Akenine-Moeller with lots of useful links
 
* [http://www.realtimerendering.com/ Website of the book on real-time rendering] by Tomas Akenine-Moeller with lots of useful links
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==Shader Programming==
 
==Shader Programming==
* [http://www.lighthouse3d.com/opengl/glsl/ Lighthouse3D GLSL tutorials]
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* [https://www.khronos.org/files/opengl44-quick-reference-card.pdf GLSL quick reference]
* [http://www.clockworkcoders.com/oglsl/tutorials.html Clockworkcoders GLSL tutorials]
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* [http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf GLSL quick reference]
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* [http://www.opengl.org/documentation/glsl/ GLSL reference documentation]
 
* [http://www.opengl.org/documentation/glsl/ GLSL reference documentation]
 
* [http://www.opengl.org/wiki/GLSL_Sampler#Binding_textures_to_samplers Binding images to GLSL samplers]
 
* [http://www.opengl.org/wiki/GLSL_Sampler#Binding_textures_to_samplers Binding images to GLSL samplers]
  
 
==C++ Programming ==
 
==C++ Programming ==
* [http://www.parashift.com/c++-faq-lite/ C++ FAQ by Marshall Cline]
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* [http://www.parashift.com/c++-faq/ C++ FAQ]
 
* [http://dept.cs.williams.edu/~lenhart/courses/cs371/c++forjava.html C++ for Java programmers]
 
* [http://dept.cs.williams.edu/~lenhart/courses/cs371/c++forjava.html C++ for Java programmers]
  
 
==Advanced Graphics Programming==
 
==Advanced Graphics Programming==
* [http://www.swiftless.com/opengl4tuts.html Tutorials for OpenGL 3 and up] in which the immediate mode has been deprecated.
 
 
* [http://http.developer.nvidia.com/GPUGems/gpugems_pref01.html GPU Gems 1]
 
* [http://http.developer.nvidia.com/GPUGems/gpugems_pref01.html GPU Gems 1]
 
* [http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]
 
* [http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]
 
* [http://http.developer.nvidia.com/GPUGems3/gpugems3_pref01.html GPU Gems 3]
 
* [http://http.developer.nvidia.com/GPUGems3/gpugems3_pref01.html GPU Gems 3]
* Programming in OpenGL 3: [http://www.arcsynthesis.org/gltut/ Learning Modern 3D Graphics Programming]
 

Latest revision as of 17:12, 14 April 2016

Contents

Text Book and Resources

All exam relevant material will be taught in class, and the instructor's lecture slides will be available on-line. For more detailed descriptions of the covered topics, the instructor recommends the following text book for this course.

Peter Shirley, Steve Marschner: Fundamentals of Computer Graphics, Fourth Edition, 2015 (earlier editions will also work). A K Peters/CRC Press, ISBN 1482229390 Author's site, Amazon.com, On-Line at Google Books Shirley-cover2015.jpg

Useful Links

3D Graphics

Shader Programming

C++ Programming

Advanced Graphics Programming