Graphics Shaders
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Home > Art, Film & Photography > Graphics Shaders: Theory and Practice, Second Edition
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Graphics Shaders: Theory and Practice, Second Edition

Graphics Shaders: Theory and Practice, Second Edition


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About the Book

This book uses examples in OpenGL and OpenGL Shading Language to present the theory and application of shader programming. It explains how to program graphics shaders effectively for use in art, animation, gaming, and visualization. Along with improved graphics and new examples and exercises, this edition includes a new chapter on converting a fixed-function OpenGL program to a shader-based OpenGL program. It also explains how best to use tessellation shaders, illustrates the importance of the invariant qualifier for multipass rendering, and presents new applications, including terrain bump-mapping and LIDAR data.

Table of Contents:
The Fixed-Function Graphics Pipeline. OpenGL Shader Evolution. Fundamental Shader Concepts. Using glman. The GLSL Shader Language. Lighting. Vertex Shaders. Fragment Shaders and Surface Appearance. Surface Textures in the Fragment Shader. Noise. Image Manipulation with Shaders. Geometry Shader Concepts and Examples. Tessellation Shaders. The GLSL API. Using Shaders for Scientific Visualization. Serious Fun. Appendices. References. Index.

About the Author :
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.

Review :
"If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders." —Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico "Shaders are an essential tool in today’s computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start!" —Andrew Glassner Praise for the First Edition:"Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. … Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. … The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. … Highly recommended." —C. Tappert, CHOICE, December 2009 "… a pick for any college-level, advanced computer library catering to programming professionals. … discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects." —Midwest Book Review, August 2009 "If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders." —Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico "Shaders are an essential tool in today’s computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start!" —Andrew Glassner Praise for the First Edition:"Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. … Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. … The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. … Highly recommended." —C. Tappert, CHOICE, December 2009 "… a pick for any college-level, advanced computer library catering to programming professionals. … discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects." —Midwest Book Review, August 2009


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Product Details
  • ISBN-13: 9781040061169
  • Publisher: Taylor & Francis Inc
  • Publisher Imprint: CRC Press Inc
  • Language: English
  • ISBN-10: 1040061168
  • Publisher Date: 19 Apr 2016
  • Binding: Digital (delivered electronically)
  • Sub Title: Theory and Practice, Second Edition


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