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The 10 Best OpenGL Software Programming Books list have been recommended not only by normal readers but also by experts.
You’ll also find that these are top-ranking books on the US Amazon Best Sellers book list for the OpenGL Software Programming category of books.
If any of the titles interest you, I’d recommend checking them out by clicking the “Check Price” button. It’ll take you to the authorized retailer website, where you’ll be able to see reviews and buy it.
Let’s take a look at the list of 10 Best OpenGL Software Programming Books.
10 Best OpenGL Software Programming Books
Now, let’s dive right into the list of 10 Best OpenGL Software Programming Books, where we’ll provide a quick outline for each book.
1. Math Practice Workbook Grades 6-8: 1000+ Questions You Need to Kill in Middle School by Brain Hunter Prep by Brain Hunter Prep Review Summary
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Math Practice Workbook Grades 6-8: 1000+ Questions You Need to Kill in Middle School by Brain Hunter Prep
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: Arithmetic * Numbers * Order of Operations * Percents * Prime & Composite Numbers * Least Common Multiple and Greatest Common Factor * Rounding * Fractions * Fractions and Decimals * Word Problems * Scientific Notation * Laws of Exponents * Square Roots * Absolute Value * Divisibility Rules * Challenge Questions Algebra * Simplifying Algebraic Expressions * Multiplying Algebraic Expressions * Basic Equations with Two Variables * Linear Equations with Two Varibles * Functions * Word Problems * Average Word Problems * Rations and Properties and Rates * Inequalities * Strange Symbolism * Challenge Questions Geometry * Angles * Line Segments and Midpoint * Triangles * Circles * Measurements * Area and Perimeter * Volume * Coordinate Geometry * Slope of line, equation of a line * Challenge Questions Probability and Statistics * Probability (Independent and Dependent) * Mean, Median and Mode * Counting Principle * Challenge Questions
2. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V by John Kessenich Review Summary
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V
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
3. Mathematics for 3D Game Programming and Computer Graphics, Third Edition by Eric Lengyel Review Summary
Mathematics for 3D Game Programming and Computer Graphics, Third Edition
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.
4. Getting Started with OpenGL ES 3+ Programming: Learn Modern OpenGL Basics (Modern Graphics Programming Primer & Tutorials Book 2) by Hans de Ruiter Review Summary
Getting Started with OpenGL ES 3+ Programming: Learn Modern OpenGL Basics (Modern Graphics Programming Primer & Tutorials Book 2)
Learn the basics of rendering 2D/3D graphics using modern OpenGL ES 3+ and SDL2(which works on both desktop and mobile devices). So, you’d love to create computer games or 3D graphics software. But this stuff is really complicated. How to get started? In this tutorial series, we’ll take you from zero through to rendering 3D texture-mapped objects with lighting. By the time you’re done you’ll have the fundamentals of modern OpenGL down, and will be ready for bigger things. ## What You’ll Learn In short: modern OpenGL. You’ll avoid learning old outdated techniques you shouldn’t be using any more (unlike many other tutorials). Here’s an overview of what’s inside: * Tutorial 1: Create a window * Tutorial 2: Draw something * Tutorial 3: Add detail using texture mapping * Tutorial 4: Draw a simple 3D scene * Tutorial 5: Add a light to make it look more real * Tutorial 5a (bonus): Make objects move, a.k.a., frame-rate independent animation NOTE: You’ll get the most out of these tutorials if you also have the “Modern Graphics Programming Primer” book, which is designed to support the tutorials series. ## About the Author Hans de Ruiter is a software engineer with a background in computer vision and graphics. As a child/teenager he taught himself programming, constructed electronic circuits from kitsets, and also had a keen interest both science and in building things himself. He persued these interests further at university, going all the way through to a Ph.D. (at the University of Toronto). He’s written both graphics software and graphics drivers, giving him a broad understanding of how modern graphics cards work.
5. OpenGL 4 Shading Language Cookbook: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition by David Wolff Review Summary
OpenGL 4 Shading Language Cookbook: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition
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). You will learn how to use noise in shaders and how to use compute shaders. The book provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer-graphics applications. #### What you will learn * Compile, debug, and communicate with shader programs * Use compute shaders for physics, animation, and general computing * Learn about features such as shader storage buffer objects and image load/store * Utilize noise in shaders and learn how to use shaders in animations * Use textures for various effects including cube maps for reflection or refraction * Understand physically based reflection models and the SPIR-V Shader binary * Learn how to create shadows using shadow maps or shadow volumes * Create particle systems that simulate smoke, fire, and other effects #### Who this book is for If you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required. #### Table of Contents 1. Getting Started with GLSL 2. Working with GLSL programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders
6. Computer Graphics Programming in OpenGL with C++ by V. Scott Gordon PhD Review Summary
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Computer Graphics Programming in OpenGL with C++
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 â„¢ debugger. * Includes companion files with all of the code, object models, figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.
7. OpenGL Superbible: Comprehensive Tutorial and Reference by Graham Sellers Review Summary
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OpenGL Superbible: Comprehensive Tutorial and Reference
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 openglsuperbible.com.
8. Professional WebGL Programming: Developing 3D Graphics for the Web by Anyuru Review Summary
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Professional WebGL Programming: Developing 3D Graphics for the Web
Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGL development from coverage that: •Provides a comprehensive overview of WebGL and shows how it relates to other graphics-related technologies •Addresses important topics such as the WebGL graphics pipeline, 3D transformations, texturing and lighting •Teaches you how to write vertex shaders and fragment shaders for WebGL •Includes a lot of useful guidelines, tips, and tricks for WebGL performance optimizations Professional WebGL Programming is the first book on the market to delve into this fascinating topic and it puts you on your way to mastering the possibilities that exist with WebGL.
9. C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming by Siddharth Shekar Review Summary
C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming
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. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You’ll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you’ll create a basic project using the Vulkan library that’ll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high- performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you’ll be able take your game and graphics programming skills to the next level. #### What you will learn * Understand shaders and how to write a basic vertex and fragment shader * Build a Visual Studio project and add SFML to it * Discover how to create sprite animations and a game character class * Add sound effects and background music to your game * Grasp how to integrate Vulkan into Visual Studio * Create shaders and convert them to the SPIR-V binary format #### Who this book is for If you’re a developer keen to learn game development with C++ or get up to date with game development, this book is for you. Some knowledge of C++ programming is assumed. #### Table of Contents 1. C++ Concepts 2. Mathematics and Graphics Concepts 3. Setting Up Your Game 4. Creating your game 5. Finalizing your Game 6. Getting started with OpenGL 7. Building on the game objects 8. Enhancing your game with Collision, loop, and Lighting 9. Getting started with Vulkan 10. Preparing the Clear Screen 11. Creating Object Resources 12. Drawing Vulkan Objects
10. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL by Gabor Szauer Review Summary
Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL
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 1. Creating a Game Window 2. Implementing Vectors 3. Implementing Matrices 4. Implementing Quaternions 5. Implementing Transforms 6. Building an Abstract Renderer 7. Exploring the glTF File Format 8. Creating Curves, Frames, and Tracks 9. Implementing Animation Clips 10. Mesh Skinning 11. Optimizing the Animation Pipeline 12. Blending between Animations 13. Implementing Inverse Kinematics 14. Using Dual Quaternions for Skinning 15. Rendering Instanced Crowds