Graphics Shaders Theory and Practice

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 reinfo...

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Bibliographic Details
Main Author: Bailey, Michae 1953- Michael John
Other Authors: Cunningham, Steve
Format: Book
Language:English
Published: Boca Raton CRC Press 2012
Edition:Second Edition
Subjects:
Online Access:Click Here to View Status and Holdings.
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020 # # |a 9781568814346  |q hardback 
020 # # |a 1568814348  |c hardback 
040 # # |a DLC  |b eng  |d UiTM  |e rda 
041 0 # |a eng 
090 0 0 |a T385  |b .B3455 2012 
100 1 # |a Bailey, Michae  |d 1953-  |q Michael John 
245 1 0 |a Graphics Shaders  |b Theory and Practice  |c Mike Bailey, Steve Cunningham 
250 # # |a Second Edition 
264 # 1 |a Boca Raton  |b CRC Press  |c 2012 
264 # 4 |c ©2012 
300 # # |a xxviii, 490 pages  |b colour illustrations  |c 25 cm 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
504 # # |a Includes bibliographical references (p 483-485) and index 
520 # # |a 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. 
630 0 0 |a OpenGL. 
650 # 0 |a Computer graphics 
650 # 0 |a Three-dimensional display systems 
700 1 # |a Cunningham, Steve 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=473225 
964 # # |c BOK  |d CS