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Graphics Shaders: Theory and Practice, Second Editionby Mike Bailey
Synopses & Reviews
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:
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
Book News Annotation:
Computer scientists Bailey (Oregon State U.)and Cunningham (emeritus, California State U.-Stanislaus) provide a textbook on shading in graphs, complete with the coding in the GLSL language. It can be used for a course or for self-study, complementing texts based on fixed-function graphics APIs, specifically OpenGL. Among the topics are fundamental shader concepts, lighting, fragment shaders and surface appearance, noise, tessellation shaders, and using shaders for scientific visualization. No date is cited for the first edition. Annotation ©2012 Book News, Inc., Portland, OR (booknews.com)
Highly recommended by CHOICE (December 2009), the first edition of Graphics Shaders: Theory and Practice has proven to be a popular choice for shaders courses at universities and conferences. Incorporating changes in the OpenGL syntax, this second edition provides an engaging and accessible introduction to the latest developments in graphics shaders. The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge readers to extend the examples. Sample source code for many of the book 's examples is available on a companion website.
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