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OpenGL 4 Shading Language Cookbook - Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition (Paperback, 3rd Revised edition)
Loot Price: R1,309
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OpenGL 4 Shading Language Cookbook - Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition (Paperback, 3rd Revised edition)
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Over 70 recipes that cover advanced techniques for 3D programming
such as lighting, shading, textures, particle systems, and image
processing with OpenGL 4.6 Key Features Explore techniques for
implementing shadows using shadow maps and shadow volumes Learn to
use GLSL features such as compute, geometry, and tessellation
shaders Use GLSL to create a wide variety of modern, realistic
visual effects Book DescriptionOpenGL 4 Shading Language Cookbook,
Third Edition provides easy-to-follow recipes that first walk you
through the theory and background behind each technique, and then
proceed to showcase and explain the GLSL and OpenGL code needed to
implement them. The book begins by familiarizing you with
beginner-level topics such as compiling and linking shader
programs, saving and loading shader binaries (including SPIR-V),
and using an OpenGL function loader library. We then proceed to
cover basic lighting and shading effects. After that, you'll learn
to use textures, produce shadows, and use geometry and tessellation
shaders. Topics such as particle systems, screen-space ambient
occlusion, deferred rendering, depth-based tessellation, and
physically based rendering will help you tackle advanced topics.
OpenGL 4 Shading Language Cookbook, Third Edition also covers
advanced topics such as shadow techniques (including the two of the
most common techniques: shadow maps and shadow volumes). You will
learn how to use noise in shaders and how to use compute shaders.
The book provides examples of modern shading techniques that can be
used as a starting point for programmers to expand upon to produce
modern, interactive, 3D computer-graphics applications. What you
will learn Compile, debug, and communicate with shader programs Use
compute shaders for physics, animation, and general computing Learn
about features such as shader storage buffer objects and image
load/store Utilize noise in shaders and learn how to use shaders in
animations Use textures for various effects including cube maps for
reflection or refraction Understand physically based reflection
models and the SPIR-V Shader binary Learn how to create shadows
using shadow maps or shadow volumes Create particle systems that
simulate smoke, fire, and other effects Who this book is forIf you
are a graphics programmer looking to learn the GLSL shading
language, this book is for you. A basic understanding of 3D
graphics and programming experience with C++ are required.
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