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Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition) Loot Price: R2,588
Discovery Miles 25 880
Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition): Mike Bailey, Steve Cunningham

Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition)

Mike Bailey, Steve Cunningham

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Loot Price R2,588 Discovery Miles 25 880 | Repayment Terms: R243 pm x 12*

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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

General

Imprint: A K Peters Ltd
Country of origin: United States
Release date: November 2011
First published: 2012
Authors: Mike Bailey • Steve Cunningham
Dimensions: 243 x 200 x 28mm (L x W x T)
Format: Hardcover
Pages: 520
Edition: 2nd edition
ISBN-13: 978-1-56881-434-6
Categories: Books > Computing & IT > Computer programming > General
Books > Computing & IT > Computer software packages > Computer games
Books > Computing & IT > Applications of computing > Computer modelling & simulation
Books > Computing & IT > Computer software packages > Computer graphics software > General
Books > Computing & IT > Applications of computing > Image processing > General
LSN: 1-56881-434-8
Barcode: 9781568814346

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