Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Here are our top ten recommendations if you are looking for the best books to read in OpenGL Software Programming. We have made sure our list is diverse to cater to the interests of different types of readers.

1. PYTHON ALGORITHMS: A Complete Guide to Learn Python for Data Analysis, Machine Learning, and Coding from Scratch

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Do you love sitting in front of a computer writing code all day long? Are you ready to increase your programming skills and learn python for data analysis and machine learning? If you are a Python lover and looking to learn EVERYTHING you need to learn about the Python approach to algorithm design and analysis , this complete guide is exactly what you need. This book gives specific details and explanations of the Python approach to algorithm design and analysis. Written by expert developers, this guide sharply focuses on classical algorithms and provides a solid understanding of basic algorithmic problem-solving methods.   With this guide in your hands, you will learn: Computer science and programming practice learning goals, review questions, programming exercises in every chapter Algorithmic hypothesis and advanced and introductory data structures and algorithm topics The concept of computational complexity that shows what can and can't be computed so programmers can make sound judgments regarding the algorithms they use  Programming methods that show the ideas and methods needed in developing software Python software and Python language ideas and methods needed in developing software And much more like machine learning, performance metrics, and technical indicators The most effective way you have to start learning python for data analysis and machine learning is to read this complete and ultimate guide. Change the way you see python algorithms by using these precious bits of advice curated by expert programmers. Order Your Copy and Start Learning Python Algorithms Today!

  • Author: Michael Scratch
  • Publisher: Independently published (December 10, 2020)
  • Genre: Computers & Technology, Networking & Cloud Computing
  • ISBN: 979-8579714992
  • Dimensions: 6 x 0.28 x 9 inches


2. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Complete Coverage of OpenGL® 4.5―the 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.   New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques

  • Author: John Kessenich
  • Publisher: Addison-Wesley Professional; 9th edition (July 8, 2016)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-0134495491
  • Dimensions: 7.09 x 1.69 x 9.09 inches


3. OpenGL Superbible: Comprehensive Tutorial and Reference

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

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 development―both 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.   Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP  Bonus material and sample code are available at .

  • Author: Graham Sellers
  • Publisher: Addison-Wesley Professional; 7th edition (July 21, 2015)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-0672337475
  • Dimensions: 7.05 x 2.15 x 9.15 inches


4. Programming Interactivity: A Designer's Guide to Processing, Arduino, and openFrameworks

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you’ll explore several themes in interactive art and design—including 3D graphics, sound, physical interaction, computer vision, and geolocation—and learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary. You’ll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFrameworks toolkit. You’ll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects. Learn cutting-edge techniques for interaction design from leading artists and designers Let users provide input through buttons, dials, and other physical controls Produce graphics and animation, including 3D images with OpenGL Use sounds to interact with users by providing feedback, input, or an element they can control Work with motors, servos, and appliances to provide physical feedback Turn a user’s gestures and movements into meaningful input, using Open CV

  • Author: Joshua Noble
  • Publisher: O'Reilly Media; Second edition (February 14, 2012)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1449311445
  • Dimensions: 7 x 1.16 x 9.19 inches


5. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

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. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques. What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful. Table of Contents Creating a Game Window Implementing Vectors Implementing Matrices Implementing Quaternions Implementing Transforms Building an Abstract Renderer Exploring the glTF File Format Creating Curves, Frames, and Tracks Implementing Animation Clips Mesh Skinning Optimizing the Animation Pipeline Blending between Animations Implementing Inverse Kinematics Using Dual Quaternions for Skinning Rendering Instanced Crowds

  • Author: Gabor Szauer
  • Publisher: Packt Publishing; 1st edition (June 12, 2020)
  • Genre: Kindle Store, Kindle eBooks, Computers & Technology


6. Computer Graphics Programming in OpenGL with C++

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

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. Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment). Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, and 3D materials such as wood and marble. Explains how to optimize code for performance, and use modern development tools such as the NVIDIA ® Nsight ™ debugger. Includes companion files with all of the code, object models, figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.

  • Author: V. Scott Gordon PhD
  • Publisher: Mercury Learning & Information (September 30, 2018)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1683922216
  • Dimensions: 7.25 x 2 x 9 inches


7. Foundations of 3D Graphics Programming: Using JOGL and Java3D

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.

  • Author: Jim X. Chen
  • Publisher: Springer; 2nd edition (September 11, 2008)
  • Genre: Computers & Technology, Computer Science
  • ISBN: 978-1846281853
  • Dimensions: 7.2 x 1 x 9.7 inches


8. Learn JOGL: Designed for all enthusiastic students and professionals in the domain of web development who want to learn how to integrate OpenGL bindings in their Java applications (Java Technologies)

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Java binding for OpenGL (JOGL) is an open-source library for binding OpenGL graphics in Java. This book provides a basic understanding of the JOGL library and its features. It also explains how to develop 2D and 3D graphics applications using JOGL. This book is designed for all enthusiastic students and professionals in the domain of web development who want to learn how to integrate OpenGL bindings in their Java applications. You need to have a basic understanding of Java programming with exposure to concepts such as AWT and Swings. In addition, it is required that you have an awareness of OpenGL graphics.

  • Author: Prof. HR Ansari
  • Publisher: Independently published (May 19, 2021)
  • Genre: Computers & Technology, Programming
  • ISBN: 979-8506860693
  • Dimensions: 7 x 0.38 x 10 inches


9. 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methods Implement a physically based rendering pipeline from scratch in Vulkan and OpenGL Book Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic yet self-contained recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that'll help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learn Improve the performance of legacy OpenGL applications Manage a substantial amount of content in real-time 3D rendering engines Discover how to debug and profile graphics applications Understand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGL Integrate various rendering techniques into a single application Find out how to develop Vulkan applications Implement a physically based rendering pipeline from scratch Integrate a physics engine with your rendering engine Who This Book Is For This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.

  • Author: Sergey Kosarevsky
  • Publisher: Packt Publishing (August 10, 2021)
  • Genre: Kindle Store, Kindle eBooks, Computers & Technology


10. Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Top 10 Best Books to Read in OpenGL Software Programming - August 2021

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.

  • Author: Eric Lengyel
  • Publisher: Cengage Learning PTR; 3rd edition (June 2, 2011)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1435458864
  • Dimensions: 7 x 1.5 x 9 inches