This new edition 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 that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example 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, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing 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 that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, 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 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, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book. FEATURES: Covers modern OpenGL 4.0+ GLSL shader programming with C++, and instructions for both PC/Windows and Macintosh Provides complete source code for each example, fully explained along with tips for performance optimization Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Designed in a 4-color, "teach-yourself" format with numerous examples that the reader can run just as presented Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marble Expanded coverage of ray tracing, to include complex models and bounding volume hierarchies Includes companion files with source code, shaders, OBJ models, textures, skydomes, normal maps, high resolution figures, and more
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, 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 that the reader can run just as presented. Every shader stage is detailed, starting with the basics of modeling, lighting, textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. Includes companion files with all of the source codemodels, textures, skyboxes and normal maps used in the book. -- back cover.
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® NsightTM 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). • Includes companion files with code, object models, figures, and more.
This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book. FEATURES: Covers modern OpenGL 4.0+ GLSL shader programming with C++, and instructions for both PC/Windows and Macintosh Provides complete source code for each example, fully explained along with tips for performance optimization Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Expanded coverage of ray tracing, to include complex models and bounding volume hierarchies Includes companion files with source code, shaders, OBJ models, textures, skydomes, normal maps, high resolution figures, and more
Buy a new version of this Connected Casebook and receive access to the online e-book, practice questions from your favorite study aids, and an outline tool on CasebookConnect, the all in one learning solution for law school students. CasebookConnect offers you what you need most to be successful in your law school classes— portability, meaningful feedback, and greater efficiency. Criminal Law: Cases and Materials has long been respected for its distinguished authorship. The late John Kaplan’s extraordinary work continues with the scholarship of Robert Weisberg and Guyora Binder in the Ninth Edition. This casebook’s renowned interdisciplinary approach fuels class discussion as it enriches study. Logically organized, the text addresses the purposes and limits of punishment and considers the meaning and types of crime. Well-edited cases, interesting materials, and clear notes combine with cutting-edge issues and important social questions, such as whom and why we punish. Especially strong are the sections addressing the phenomenon of mass incarceration (including the movement towards prison abolition), the theme of and challenges to racial justice in our criminal law system, and the evolution of our laws on sexual assault. New to the Ninth Edition: Addition of up-to-date empirical and public policy research as well as expanded discussion of the role of constitutional law in the criminalization of homelessness, and issues of racial justice on such topics as criminal liability of police for use of lethal force and the controversies over citizen’s arrest powers. Incorporation of new feminist research in such areas as battered women’s self-defense and sexual assault (including treatment of the ongoing efforts to revise the Model Penal Code laws on rape). New historically informed treatment of felony murder, including legislative and judicial developments in reform and possible abolition of felony murder doctrine. Updated notes and questions aimed at improving the casebook’s usefulness for exam preparation. New case law on the challenges of applying criminal law in the Internet world on such topics as possession of child pornography images and criminal conduct through cyber-messaging. A fresh new analytic guide on “impossible attempts”, designed to assist students with this perennially challenging doctrine. Professors and student will benefit from: Strong authorship team: The late John Kaplan, a storied teacher and scholar; Weisberg and Binder, noted scholars in criminal law An interdisciplinary approach Well-edited cases, interesting materials, and clear notes Logical organization “Snapshot Review” exercises to aid students in exam preparation. Teaching materials Include: Improved Teacher’s Manual designed to make casebook accessible and useful for new professors. Includes suggested answers to “Snapshot Review” questions. CasebookConnect features: ONLINE E-BOOK Law school comes with a lot of reading, so access your enhanced e-book anytime, anywhere to keep up with your coursework. Highlight, take notes in the margins, and search the full text to quickly find coverage of legal topics. PRACTICE QUESTIONS Quiz yourself before class and prep for your exam in the Study Center. Practice questions from Examples & Explanations, Emanuel Law Outlines, Emanuel Law in a Flash flashcards, and other best-selling study aid series help you study for exams while tracking your strengths and weaknesses to help optimize your study time. OUTLINE TOOL Most professors will tell you that starting your outline early is key to being successful in your law school classes. The Outline Tool automatically populates your notes and highlights from the e-book into an editable format to accelerate your outline creation and increase study time later in the semester.
TRB¿s National Cooperative Highway Research Program (NCHRP) Report 615: Evaluation of the Use and Effectiveness of Wildlife Crossings explores development of an interactive, web-based decision guide protocol for the selection, configuration, and location of wildlife crossings.
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