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This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.
Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language. This book introduces Sh and describes how to program a GPU using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day
This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for efficiently in achieving common effects in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators. Basis for a SIGGRAPH tutorial in 2002!
This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.
Programming is now parallel programming. Much as structured
programming revolutionized traditional serial programming decades
ago, a new kind of structured programming, based on patterns, is
relevant to parallel programming today. Parallel computing experts
and industry insiders Michael McCool, Arch Robison, and James
Reinders describe how to design and implement maintainable and
efficient parallel algorithms using a pattern-based approach. They
present both theory and practice, and give detailed concrete
examples using multiple programming models. Examples are primarily
given using two of the most popular and cutting edge programming
models for parallel programming: Threading Building Blocks, and
Cilk Plus. These architecture-independent models enable easy
integration into existing applications, preserve investments in
existing code, and speed the development of parallel applications.
Examples from realistic contexts illustrate patterns and themes in
parallel algorithm design that are widely applicable regardless of
implementation technology.
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Brin Hodgskiss, Nicole Engelbrecht
Paperback
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