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A01=Mike Bailey
A01=Steve Cunningham
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Anisotropic Shading
Author_Mike Bailey
Author_Steve Cunningham
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Category1=Non-Fiction
Category=UGK
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Category=UML
Const Float
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Fixed Function Pipeline
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Shader Program
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Surface Textures in the Fragment Shader
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The Fixed-Function Graphics Pipeline
The GLSL API
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Using Shaders for Scientific Visualization
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Graphics Shaders

English

By (author): Mike Bailey Steve Cunningham

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

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€97.99
A01=Mike BaileyA01=Steve CunninghamAge Group_UncategorizedAnisotropic ShadingAuthor_Mike BaileyAuthor_Steve Cunninghamautomatic-updateCategory1=Non-FictionCategory=UGKCategory=UMKCategory=UMLConst FloatConst Vec3COP=United StatesDelivery_Pre-ordereq_computingeq_isMigrated=2eq_non-fictionFixed Function PipelineFlat ShadingFragment ShaderFundamental Shader ConceptsGeometry ShaderGLSL ShaderGraphics PipelineLanguage_EnglishLICModelView MatrixNoise FunctionsOpenGL APIPA=Temporarily unavailablePhong ShadingPrice_€50 to €100PS=ActiveShader ProgramSmooth ShadingsoftlaunchSurface Textures in the Fragment ShaderTessellation LevelsTessellation ShadersTexture CoordinatesThe Fixed-Function Graphics PipelineThe GLSL APITisUniform FloatUniform VariablesUniform Vec4Using Shaders for Scientific VisualizationVec3 ColorVertex Shader

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Product Details
  • Weight: 1020g
  • Dimensions: 191 x 235mm
  • Publication Date: 08 Nov 2011
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Language: English
  • ISBN13: 9781568814346

About Mike BaileySteve Cunningham

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.

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