Difference between revisions of "ResourcesCSE167F18"

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(3D Graphics)
 
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=Textbook and Resources=
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=Textbooks and Resources=
  
 
All material relevant to homework projects and exams will be taught in class. The instructor's lecture slides, as well as the discussion slides will be available on this wiki as part of the course schedule. For more detail and background information on the covered topics, the instructor recommends the following textbook for this course.  
 
All material relevant to homework projects and exams will be taught in class. The instructor's lecture slides, as well as the discussion slides will be available on this wiki as part of the course schedule. For more detail and background information on the covered topics, the instructor recommends the following textbook 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]
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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]
 
| [[Image:shirley-cover2015.jpg|200px]]
 
| [[Image:shirley-cover2015.jpg|200px]]
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|-
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|  Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, and Sebastien Hillaire: ''Real-Time Rendering'', Fourth Edition, 2018. A K Peters/CRC Press, 1198 pages, ISBN-13: 978-1138627000, ISBN-10: 1138627003, [http://www.realtimerendering.com Author's site, comes with tons of useful links], [https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003/ref=pd_lpo_sbs_14_t_0?_encoding=UTF8&psc=1&refRID=41MDKPEGAYW4MJ7Y2CZX Amazon.com]
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| [[Image:real-time-rendering-book-2018.jpg|200px]]
 
|}
 
|}
  
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==3D Graphics==
 
==3D Graphics==
 
* [http://www.tomdalling.com/blog/category/modern-opengl/ Tom Dalling's Modern OpenGL Tutorial]
 
* [http://www.tomdalling.com/blog/category/modern-opengl/ Tom Dalling's Modern OpenGL Tutorial]
* [https://learnopengl.com/ Learn OpenGL: Modern OpenGL Tutorial]
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* [http://blog.db-in.com/cameras-on-opengl-es-2-x/ Great summary of the math needed in this course]
* [http://www.swiftless.com/opengl4tuts.html Tutorials for OpenGL 3 and up]
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* [https://learnopengl.com/ Learn OpenGL: Modern OpenGL Tutorial] and [https://www.youtube.com/watch?v=EIpxcNl2WJU&index=13&list=PLRtjMdoYXLf6zUMDJVRZYV-6g6n62vet8 tutorial videos]
* [http://www.lighthouse3d.com/tutorials/ Lighthouse 3D Tutorials; not all use modern OpenGL]
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* [http://www.swiftless.com/opengl4tuts.html Tutorials for OpenGL 4]
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* [http://www.lighthouse3d.com/tutorials/ Lighthouse 3D Tutorials]: These are useful for graphics concepts, but many don't use modern OpenGL.
 
* [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
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* Steven C. Dollins' [http://cs.brown.edu/people/sdollins/facts.html Handy Mathematics Facts for Graphics]
* Steven C. Dollins' [http://www.cs.brown.edu/~scd/facts.html Handy Mathematics Facts for Graphics]
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* [http://stackoverflow.com/questions/5988686/creating-a-3d-sphere-in-opengl-using-visual-c/5989676#5989676 Creating a 3D sphere in OpenGL]
 
* [http://stackoverflow.com/questions/5988686/creating-a-3d-sphere-in-opengl-using-visual-c/5989676#5989676 Creating a 3D sphere in OpenGL]
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* [http://openglbook.com/chapter-3-index-buffer-objects-and-primitive-types.html Rendering triangle strips with modern OpenGL]
  
 
==Shader Programming==
 
==Shader Programming==
* [https://www.khronos.org/files/opengl44-quick-reference-card.pdf GLSL quick reference]
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* [https://www.khronos.org/files/opengl46-quick-reference-card.pdf OpenGL quick reference cards]
 
* [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]
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* [https://www.khronos.org/opengl/wiki/Sampler_(GLSL)#Binding_textures_to_samplers Binding images to GLSL samplers]
  
 
==C++ Programming ==
 
==C++ Programming ==
* [http://www.parashift.com/c++-faq/ C++ FAQ]
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* [https://isocpp.org/faq Frequently asked questions on C++]
* [http://dept.cs.williams.edu/~lenhart/courses/cs371/c++forjava.html C++ for Java programmers]
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* [https://is.muni.cz/www/408176/38744863/The_C__Programming_Language__Stroustrup_.pdf The "Bible" of C++, by Bjarne Stroustrup]
  
 
==Advanced Graphics Programming==
 
==Advanced Graphics Programming==
* [http://http.developer.nvidia.com/GPUGems/gpugems_pref01.html GPU Gems 1]
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* [https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html GPU Gems 1]
* [http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]
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* [https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_inside_front_cover.html GPU Gems 2]
* [http://http.developer.nvidia.com/GPUGems3/gpugems3_pref01.html GPU Gems 3]
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* [https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref01.html GPU Gems 3]

Latest revision as of 17:14, 11 December 2018

Contents

Textbooks and Resources

All material relevant to homework projects and exams will be taught in class. The instructor's lecture slides, as well as the discussion slides will be available on this wiki as part of the course schedule. For more detail and background information on the covered topics, the instructor recommends the following textbook 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 Shirley-cover2015.jpg
Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, and Sebastien Hillaire: Real-Time Rendering, Fourth Edition, 2018. A K Peters/CRC Press, 1198 pages, ISBN-13: 978-1138627000, ISBN-10: 1138627003, Author's site, comes with tons of useful links, Amazon.com Real-time-rendering-book-2018.jpg

Useful Web Links

3D Graphics

Shader Programming

C++ Programming

Advanced Graphics Programming