Graphics shaders : theory and practice

"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 exercis...

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Bibliographic Details
Main Authors: Bailey, Mike (Author), Cunningham, Steve (Author)
Format: Book
Language:English
Published: Boca Raton, Florida : CRC Press , c2012
Edition:2nd ed
Subjects:

MARC

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005 20130430.0
008 110901s2012 flu eng
020 |a 1439867755 (ebook) 
020 |a 1568814348 (hardback : alk. paper) 
020 |a 9781439867754 (ebook) 
020 |a 9781568814346 (hardback : alk. paper) 
050 0 0 |a T385   |b .B34 2012 
090 0 0 |a T385   |b .B34 2012 
100 1 |a Bailey, Mike ,   |e author 
245 1 0 |a Graphics shaders :   |b theory and practice   |c Mike Bailey, Steve Cunningham 
250 |a 2nd ed 
260 |a Boca Raton, Florida :   |b CRC Press ,   |c c2012 
300 |a xxviii, 490 p. :   |b col. ill. ;   |c 25 cm. 
504 |a Includes bibliographical references (p. 483-485) and index 
505 0 |a 1. The fixed-function graphics pipeline -- 2. OpenGL shader evolution -- 3. Fundamental shader concepts -- 4. Using glman -- 5. The GLSL shader language -- 6. Lighting -- 7. Vertex shaders -- 8. Fragment shaders and surface appearance -- 9. Surface textures in the fragment shader -- 10. Noise -- 11. Image manipulation with shaders -- 12. Geometry shader concepts and examples -- 13. Tessellation shaders -- 14. The GLSL API -- 15. Using shaders for scientific visualization -- 16. Serious fun 
520 |a "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." 
650 0 |a Computer graphics 
650 0 |a COMPUTERS / Computer Graphics 
650 0 |a COMPUTERS / Digital Media / Graphics Applications 
650 0 |a COMPUTERS / Image Processing 
650 0 |a COMPUTERS / Programming / Games 
650 0 |a OpenGL 
650 0 |a PHOTOGRAPHY / Techniques / Digital 
650 0 |a TECHNOLOGY & ENGINEERING / Imaging Systems 
650 0 |a Three-dimensional display systems 
700 1 |a Cunningham, Steve ,   |e author 
999 |a 1000153468   |b Book   |c OPEN SHELF (30 DAYS)   |e Tembila Campus