Graphics Shaders: Theory and Practice, Second Edition

Author:   Mike Bailey (Oregon State University, Corvallis, USA) ,  Steve Cunningham (Brown Cunningham Associates, Coralville, Iowa, USA)
Publisher:   Taylor & Francis Inc
Edition:   2nd edition
ISBN:  

9781568814346


Pages:   520
Publication Date:   08 November 2011
Format:   Hardback
Availability:   In Print   Availability explained
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Graphics Shaders: Theory and Practice, Second Edition


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Full Product Details

Author:   Mike Bailey (Oregon State University, Corvallis, USA) ,  Steve Cunningham (Brown Cunningham Associates, Coralville, Iowa, USA)
Publisher:   Taylor & Francis Inc
Imprint:   A K Peters
Edition:   2nd edition
Dimensions:   Width: 23.50cm , Height: 2.50cm , Length: 19.10cm
Weight:   1.020kg
ISBN:  

9781568814346


ISBN 10:   1568814348
Pages:   520
Publication Date:   08 November 2011
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

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. Appendices. References. Index.

Reviews

Praise for the First Edition: Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. ! Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. ! The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. ! Highly recommended. --C. Tappert, CHOICE, December 2009 ! a pick for any college-level, advanced computer library catering to programming professionals. ! discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects. --Midwest Book Review, August 2009


If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders. -Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico Shaders are an essential tool in today,s computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start! -Andrew Glassner Praise for the First Edition: Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. ... Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. ... The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. ... Highly recommended. -C. Tappert, CHOICE, December 2009 ... a pick for any college-level, advanced computer library catering to programming professionals. ... discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects. -Midwest Book Review, August 2009


Author Information

Mike Bailey is a professor of computer science at Oregon State University. Dr. Bailey is a member of ACM, SIGGRAPH, IEEE, ASME. He earned a Ph.D. in computer graphics and computer aided design from Purdue University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis. Steve Cunningham is a professor emeritus of computer science at California State University Stanislaus. A member of ACM SIGGRAPH, ACM SIGCSE, and Eurographics, he has been actively engaged in computer graphics education for many years.

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