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Graphics shaderstheory and practice /
~
Cunningham, Steve.
Graphics shaderstheory and practice /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Graphics shaders/ Mike Bailey, Steve Cunningham.
其他題名:
theory and practice /
作者:
Bailey, Michael
其他作者:
Cunningham, Steve.
出版者:
Boca Raton, FL :CRC Press, : c2011.,
版本:
2nd ed.
面頁冊數:
1 online resource (xxviii, 490 p.) :ill. :
提要註:
"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."--
標題:
Three-dimensional display systems. -
電子資源:
http://www.crcnetbase.com/isbn/9781439867754
ISBN:
9781439867754
Graphics shaderstheory and practice /
Bailey, Michael1953-
Graphics shaders
theory and practice /[electronic resource] :Mike Bailey, Steve Cunningham. - 2nd ed. - Boca Raton, FL :CRC Press,c2011. - 1 online resource (xxviii, 490 p.) :ill.
Includes bibliographical references and index.
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.
"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."--
ISBN: 9781439867754Subjects--Uniform Titles:
OpenGL.
Subjects--Topical Terms:
382438
Three-dimensional display systems.
Index Terms--Genre/Form:
228523
Electronic books.
LC Class. No.: T385 / .B3455 2012eb
Dewey Class. No.: 006.6/6
Graphics shaderstheory and practice /
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theory and practice /
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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.
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"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."--
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http://www.crcnetbase.com/isbn/9781439867754
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