Graphics Shaders, Third Edition
CRC Press
3rd Edition
Published on 1. January 2021
Book
Hardback
512 pages
978-1-4665-8742-7 (ISBN)
Description
Intended for a second course in computer graphics at the advanced undergraduate and graduate levels, this highly praised text introduces general shader programming with a focus on the Open GL shading language. It teaches how to write programmable shaders while reinforcing the fundamentals of computer graphics. This third edition incorporates changes in the OpenGL API (versions 4.2 and 4.3) and contains five new chapters that cover major new enhancements by the OpenGL standards group, including storage buffer objects, compute shaders, OpenGL ES, and WebGL.
Key Features
Presents new chapters on storage buffer objects, compute shaders, OpenGL ES, and WebGL
Explains how to write programmable shaders using OpenGL 4.2 and 4.3
Includes numerous up-to-date code examples and end-of-chapter exercises
Provides downloadable source code for many of the examples in the text
Solutions manual and figure slides available upon qualifying course adoption
Key Features
Presents new chapters on storage buffer objects, compute shaders, OpenGL ES, and WebGL
Explains how to write programmable shaders using OpenGL 4.2 and 4.3
Includes numerous up-to-date code examples and end-of-chapter exercises
Provides downloadable source code for many of the examples in the text
Solutions manual and figure slides available upon qualifying course adoption
Reviews / Votes
Praise for Previous Editions:"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 of Art, Research, Technology and Science Laboratory (ARTS Lab); and 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
"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 Praise for Previous Editions:"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 of Art, Research, Technology and Science Laboratory (ARTS Lab); and 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
"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
More details
Edition
3rd edition
Language
English
Place of publication
Bosa Roca
United States
Publishing group
Taylor & Francis Inc
Target group
College/higher education
Advanced undergraduate and graduate students in computer graphics; computer graphics professionals.
Illustrations
400 s/w Abbildungen
400 Illustrations, black and white
Dimensions
Height: 235 mm
Width: 191 mm
ISBN-13
978-1-4665-8742-7 (9781466587427)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Persons
Author
Oregon State University
Brown Cunningham Associates, Coralville, Iowa, USA
Content
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.