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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 • Source code for many of the book’s examples at www.cgeducation.org “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 I p nc e lu n d G e L s x O Theory and Practice SECOND EDITION Graphics Shaders 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 Bailey • 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 K13069 Mike Bailey • Steve Cunningham Computer graphics/computer games Graphics Shaders Second Edition This page intentionally left blank Graphics Shaders Second Edition Theory and Practice Mike Bailey Steve Cunningham CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2012 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S Government works Version Date: 2011913 International Standard Book Number-13: 978-1-4398-6775-4 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint Except as permitted under U.S Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400 CCC is a not-for-profit organization that provides licenses and registration for a variety of users For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com This page intentionally left blank 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 • Source code for many of the book’s examples at www.cgeducation.org “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 x L G n O p e In lu c Theory and Practice SECOND EDITION Graphics Shaders 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 Bailey • 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 es d K13069 Mike Bailey • Steve Cunningham Computer graphics/computer games ...Graphics Shaders Second Edition This page intentionally left blank Graphics Shaders Second Edition Theory and Practice Mike Bailey... Glassner x L G n O p e In lu c Theory and Practice SECOND EDITION Graphics Shaders The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in... morphing, algorithmic art, and more Bailey • Cunningham Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing

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