Graphics Shaders: Theory and Practice, Second Edition 2nd Edition 91038

Код товару: 91038Паперова книга
  • ISBN
    978-1568814346
  • Бренд
  • Рік
    2011
  • Мова
    Англійська
  • Ілюстрації
    Кольорові

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

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.

3'700 ₴
  • Нова Пошта
    Безкоштовно від 3'000,00 ₴
  • Укрпошта
    Безкоштовно від 1'000,00 ₴
  • Meest Пошта
    Безкоштовно від 3'000,00 ₴
Graphics Shaders: Theory and Practice, Second Edition 2nd Edition - фото 1
Інші книги A K Peters/CRC Press
GPGPU Programming for Games and Science 1st Edition
290271
David H. Eberly
1'700 ₴
Game Engine Architecture, Third Edition
79732
Jason Gregory
2'100 ₴
Game Design Workshop: A Playcentric Approach to Creating Innovative Games 5th Edition
306582
Tracy Fullerton
4'200 ₴

Характеристики

  • Бренд
  • Категорія
    Програмування
  • Рік
    2011
  • Сторінок
    518
  • Формат
    185х230 мм
  • Обкладинка
    Тверда
  • Тип паперу
    Офсетний
  • Мова
    Англійська
  • Ілюстрації
    Кольорові

Від видавця

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

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.

Відгуки про Graphics Shaders: Theory and Practice, Second Edition 2nd Edition

Graphics Shaders: Theory and Practice, Second Edition 2nd Edition
Graphics Shaders: Theory and Practice, Second Edition 2nd Edition
3'700 ₴
Персонально для вас
Physics for Game Developers: Science, math, and code for realistic effects 2nd Edition
63079
David M BourgBryan Bywalec
850 ₴
Game Engine Architecture, Third Edition
79732
Jason Gregory
2'100 ₴
Game Development with GameMaker: A Primer on Game Development and Design Second Edition
291028
Sebastiano M. Cossu
2'400 ₴
Game Testing All in One 4th Edition
306385
Robert Denton Bryant
2'800 ₴
Game Design Workshop: A Playcentric Approach to Creating Innovative Games 5th Edition
306582
Tracy Fullerton
4'200 ₴
Unity 5.x Animation Cookbook
39501
Maciej Szczesnik
490 ₴
Pro Spring 6: An In-Depth Guide to the Spring Framework 6th ed. Edition
42717
Rob HarropChris SchaeferClarence HoIuliana Cosmina
1'950 ₴
Applied Embedded Electronics: Design Essentials for Robust Systems 1st Edition
273434
Jerry Twomey
1'700 ₴
Foundations of Game Engine Development, Volume 1: Mathematics 1st Edition
118786
Eric Lengyel
3'651 ₴
Balancing Coupling in Software Design: Universal Design Principles for Architecting Modular Software Systems (Addison-Wesley Signature Series (Vernon)) 1st Edition
310257
Vlad Khononov
1'200 ₴
Math for Programming
302606
Ronald T. Kneusel
2'100 ₴
Modernizing Enterprise Java. A Concise Cloud Native Guide for Developers. 1st Ed.
244775
Markus Eisele, Natale Vinto
2'200 ₴