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    The Middlesteins

    Jami Attenberg 9781455507207

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OpenGL Shading Language

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OpenGL Shading Language Cover

 

Synopses & Reviews

Publisher Comments:

OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.

 

In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.

 

OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including

 

  • Traditional OpenGL fixed functionality
  • Stored textures and procedural textures
  • Image-based lighting
  • Lighting with spherical harmonics
  • Ambient occlusion and shadow mapping
  • Volume shadows using deferred lighting
  • Ward’s BRDF model

 

The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the

API entry points that support the OpenGL Shading Language.

Synopsis:

This boxed set includes:

  • The best-selling OpenGL® Programming Guide, Seventh Edition, which covers the latest releases of OpenGL, Versions 3.0 and 3.1, and includes a 16-page color insert. This is the definitive guide to graphics programming with OpenGL, the platform-independent standard for professional-quality 3D graphics.

  • The popular OpenGL® Shading Language, Third Edition, which addresses the more integrated nature of the shading language in OpenGL 3.0 and 3.1, with key coverage of special shading techniques, light and shading techniques, light and shadow shaders, and multipass shaders.

  • Plus: A bonus schematic poster of the OpenGL Machine for both the 3.0 and 3.1 versions of OpenGL

About the Author

Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades.

 

Randi Rost was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it. He is also one of the first programmers to design and implement shaders using this technology. Randi works at Intel.

 

Bill Licea-Kane is principal member of technical staff at AMD and has been chair of the ARB OpenGL Shading Language workgroup since its inception. He has taught several courses in OpenGL Shading Language at both SIGGRAPH and GDC. Bill works in the

OpenGL Group at AMD.

Table of Contents

Foreword to the Second Edition

Foreword to the First Edition

Preface

About the Authors

About the Contributers

Acknowledgements

 

Chapter 1: Review of OpenGL Basics

Chapter 2: Basics

Chapter 3: Language Definition

Chapter 4: The OpenGL Programmable Pipeline

Chapter 5: Built-in Functions

Chapter 6: Simple Shading Example

Chapter 7: OpenGL Shading Language API

Chapter 8: Shader Development

Chapter 9: Emulating OpenGL Fixed Functionality

Chapter 10: Stored Texture Shaders

Chapter 11: Procedural Texture Shaders

Chapter 12: Lighting

Chapter 13: Shadows

Chapter 14: Surface Characteristics

Chapter 15: Noise

Chapter 16: Animation

Chapter 17: Antialiasing Procedural Textures

Chapter 18: Non-Photorealistic Shaders

Chapter 19: Shaders for Imaging

Chapter 20: Language Comparison

 

Appendix A: Language Grammar

Appendix B: API Function Reference

 

Afterword

Glossary

Further Reading

Index

Product Details

ISBN:
9780321637635
Author:
Rost, Randi J.
Publisher:
Addison-Wesley Professional
Author:
Shreiner, Dave
Author:
Licea-Kane, Bill
Author:
The Khronos OpenGL ARB Working Group, Bill
Author:
Malan, Hugh
Author:
The Khronos Opengl Arb Working Group
Author:
Bill The Khronos OpenGL ARB Working Group
Author:
Kessenich, John M.
Author:
Licea-Kane, Bill M.
Author:
Ginsburg, Dan
Author:
Weiblen, Mike
Author:
Kessenich, John
Author:
Lichtenbelt, Barthold
Subject:
Digital Media - Video & Animation
Subject:
Computer graphics
Subject:
Graphics-Computer Animation
Copyright:
Edition Description:
Trade paper
Publication Date:
July 2009
Binding:
TRADE PAPER
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
1728
Dimensions:
9.6 x 7.2 x 3.9 in 3130 gr

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Related Subjects

Computers and Internet » Graphics » Digital Media » Video and Animation
Computers and Internet » Graphics » General
Computers and Internet » Graphics » Programming
Computers and Internet » Networking » General

OpenGL Shading Language New Trade Paper
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$60.25 In Stock
Product details 1728 pages Addison-Wesley Professional - English 9780321637635 Reviews:
"Synopsis" by ,

This boxed set includes:

  • The best-selling OpenGL® Programming Guide, Seventh Edition, which covers the latest releases of OpenGL, Versions 3.0 and 3.1, and includes a 16-page color insert. This is the definitive guide to graphics programming with OpenGL, the platform-independent standard for professional-quality 3D graphics.

  • The popular OpenGL® Shading Language, Third Edition, which addresses the more integrated nature of the shading language in OpenGL 3.0 and 3.1, with key coverage of special shading techniques, light and shading techniques, light and shadow shaders, and multipass shaders.

  • Plus: A bonus schematic poster of the OpenGL Machine for both the 3.0 and 3.1 versions of OpenGL

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