![](images/OpenGLSuperBible.png) |
This web site is designed to help you master shader-based OpenGL programming using
a standard software architecture commonly employed in interactive programs.
Shader-based OpenGL is an API whose design is based on a view
of graphics programming in which modeling
and rendering are cooperative undertakings between the CPU and the GPU.
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The books shown here are the definitive learning and reference sources for shader-based
OpenGL. In addition, the opengl.org
web site is the first place you should visit when looking for all things OpenGL: documentation,
references, discussion forums, etc.
The 3D models below were created and rendered by students in EECS 672 in recent semesters.
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![](images/f14/temple_Kline.png) |
![](images/f14/checkers_Frese.png) |
![](images/f13/SeaFloor_Roeckers.png) |
![](images/TrunkInBasement.png) |
![](images/MysteryRoom.png) |
![](images/SecretGarden.png) |
![](images/f15/hofmann_Pokemon.png) |
![](images/f15/scipio_StarWars.png) |
![](images/f15/varady_ThroneRoom.png) |
![](images/f16/kurtti_HockeyRink.png) |
![](images/f16/magnuson_PirateFortress.png) |
![](images/f16/smith_Buildings.png) |
![](images/f18/phillips.png) |
Notice the refraction, shadows, and reflections in the scene above. It was rendered using a ray tracing algorithm
implemented in a fragment shader. |