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OpenGL Shading Languageby Randi J. Rost
Synopses & ReviewsPublisher 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
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:
About the AuthorDave 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 ContentsForeword 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 What Our Readers Are SayingBe the first to add a comment for a chance to win!Product Details
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Computers and Internet » Graphics » Digital Media » Video and Animation
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