OpenGL® Shading Language (2nd Edition) Randi J. Rost

ISBN: 9780321334893

Published: February 4th 2006

Paperback

800 pages


Description

OpenGL® Shading Language (2nd Edition)  by  Randi J. Rost

OpenGL® Shading Language (2nd Edition) by Randi J. Rost
February 4th 2006 | Paperback | PDF, EPUB, FB2, DjVu, audiobook, mp3, RTF | 800 pages | ISBN: 9780321334893 | 4.11 Mb

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 graphicsMoreOpenGL® 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, includingTraditional OpenGL fixed functionalityStored textures and procedural texturesImage-based lightingLighting with spherical harmonicsAmbient occlusion and shadow mappingVolume shadows using deferred lightingWard’s BRDF modelThe 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 theAPI entry points that support the OpenGL Shading Language.



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