Graphics Shaders

★★★★★
★★★★★
Regular price €99.99
A01=Mike Bailey
A01=Steve Cunningham
Age Group_Uncategorized
Age Group_Uncategorized
Anisotropic Shading
Author_Mike Bailey
Author_Steve Cunningham
automatic-update
Category1=Non-Fiction
Category=UGK
Category=UMK
Category=UML
color
Const Float
Const Vec3
coordinates
COP=United States
Delivery_Pre-order
eq_computing
eq_isMigrated=2
eq_non-fiction
Fixed Function Pipeline
Flat Shading
float
Fragment Shader
Fundamental Shader Concepts
geometry
Geometry Shader
GLSL Shader
Graphics Pipeline
Language_English
LIC
ModelView Matrix
Noise Functions
OpenGL API
PA=Temporarily unavailable
Phong Shading
Price_€50 to €100
program
PS=Active
Shader Program
Smooth Shading
softlaunch
Surface Textures in the Fragment Shader
Tessellation Levels
Tessellation Shaders
texture
Texture Coordinates
The Fixed-Function Graphics Pipeline
The GLSL API
Tis
uniform
Uniform Float
Uniform Variables
Uniform Vec4
Using Shaders for Scientific Visualization
variable
vec3
Vec3 Color
vertex
Vertex Shader

Product details

  • ISBN 9781568814346
  • Weight: 1020g
  • Dimensions: 191 x 235mm
  • Publication Date: 08 Nov 2011
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
  • Language: English
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Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.

The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more.

Features of the Second Edition:

  • Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language.
  • More examples and more exercises
  • A chapter on tessellation shaders
  • An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
  • A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition

The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org

Mike Bailey is a professor of computer science at Oregon State University. Dr. Bailey is a member of ACM, SIGGRAPH, IEEE, ASME. He earned a Ph.D. in computer graphics and computer aided design from Purdue University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis.

Steve Cunningham is a professor emeritus of computer science at California State University Stanislaus. A member of ACM SIGGRAPH, ACM SIGCSE, and Eurographics, he has been actively engaged in computer graphics education for many years.