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OverviewFull Product DetailsAuthor: Mike Bailey (Oregon State University, Corvallis, USA) , Steve Cunningham (Brown Cunningham Associates, Coralville, Iowa, USA)Publisher: Taylor & Francis Inc Imprint: A K Peters Edition: 2nd edition Dimensions: Width: 19.10cm , Height: 2.50cm , Length: 23.50cm Weight: 1.020kg ISBN: 9781568814346ISBN 10: 1568814348 Pages: 520 Publication Date: 08 November 2011 Audience: Professional and scholarly , College/higher education , Professional & Vocational , Tertiary & Higher Education Format: Hardback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsThe 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.ReviewsPraise for the First Edition: 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 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, Art, Research, Technology and Science Laboratory (ARTS Lab), 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 Praise for the First Edition: 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 Author InformationMike Bailey is a professor of computer science at Oregon State University. Dr. Bailey is a member of ACM, SIGGRAPH, IEEE, ASME. He earned a Ph.D. in computer graphics and computer aided design from Purdue University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis. Steve Cunningham is a professor emeritus of computer science at California State University Stanislaus. A member of ACM SIGGRAPH, ACM SIGCSE, and Eurographics, he has been actively engaged in computer graphics education for many years. Tab Content 6Author Website:Countries AvailableAll regions |