Graphics Shaders : Theory and Practice, Second Edition
معرفی کتاب «Graphics Shaders : Theory and Practice, Second Edition» نوشتهٔ Mo Xiang Tong Xiu و Mike Bailey and Steve Cunningham، منتشرشده توسط نشر A K Peters/CRC Press در سال 2011. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Incorporating changes in the OpenGL syntax, this edition provides an engaging and accessible introduction to the latest developments in graphics shaders. The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge readers to extend the examples. 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 "This book uses examples in OpenGL and the 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 discussion on handling OpenGL's evolution beyond its original built-in functionality, including four new appendices that provide C++ class code to help in this transition. It includes a new chapter on tessellation shaders. It also discusses shaders in multipass rendering and presents new applications including terrain bump mapping, morphing 3D geometry, and wavy glass."-- Provided by publisher "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"-- Front Cover 1 Dedication 6 Contents 8 Foreword 20 Preface 24 1. The Fixed-Function Graphics Pipeline 30 2. OpenGL Shader Evolution 54 3. Fundamental Shader Concepts 68 4. Using glman 98 5. The GLSL Shader Language 120 6. Lighting 152 7. Vertex Shaders 168 8. Fragment Shaders and Surface Appearance 186 9. Surface Textures in the Fragment Shader 208 10. Noise 242 11. Image Manipulation with Shaders 268 12. Geometry Shader Concepts and Examples 320 13. Tessellation Shaders 344 14. The GLSL API 382 15. Using Shaders for Scientific Visualization 404 16. Serious Fun 454 Appendices 494 References 512 Mike Bailey, Steve Cunningham. Includes Bibliographical References (p. 483-485).
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