Graphics Shaders: Theory and Practice, 2/e (Hardcover)
暫譯: 圖形著色器:理論與實踐,第二版(精裝本)

Mike Bailey, Steve Cunningham

  • 出版商: A K Peters
  • 出版日期: 2011-11-08
  • 售價: $4,430
  • 貴賓價: 9.5$4,209
  • 語言: 英文
  • 頁數: 518
  • 裝訂: Hardcover
  • ISBN: 1568814348
  • ISBN-13: 9781568814346
  • 海外代購書籍(需單獨結帳)

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商品描述

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.

 

Features of the Second Edition:

 

 

  • Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language.
  • More examples and more exercises
  • A chapter on tessellation shaders
  • An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
  • A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition

 

The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org

商品描述(中文翻譯)

圖形著色器:理論與實踐》是為本科或研究生階段的第二門計算機圖形學課程而設,介紹著色器編程的一般概念,並專注於GLSL著色語言。在教授如何編寫可編程著色器的同時,作者也教導並強化計算機圖形學的基本原理。第二版已更新以納入OpenGL API(OpenGL 4.x和GLSL 4.x0)的變更,並新增了一章關於新型的細分著色器,包含許多實用的範例。

本書首先快速回顧圖形管線,強調在入門課程中很少教授但在著色器工作中立即接觸到的特性。接著,使用GLSL 4.x0著色語言涵蓋針對頂點、細分、幾何和片段著色器的特定理論。文本還介紹了免費提供的glman工具,該工具使您能夠獨立於將使用這些著色器的應用程序來開發、測試和調整著色器。作者探討了著色器如何用於支持各種應用,並展示了在3D幾何、科學可視化、幾何變形、算法藝術等方面的著色器範例。

第二版的特點:

- 使用最新的規範版本(OpenGL 4.x和GLSL 4.x0)編寫,包括與GLSL語言當前標準相符的代碼範例。
- 更多範例和更多練習
- 一章關於細分著色器
- 擴展的Serious Fun章節,包含示範使用著色器產生有趣效果的範例
- 討論如何處理OpenGL標準中發生的重大變更,以及一些C++類別來幫助您管理這一過渡

作者徹底解釋概念,使用範例代碼描述概念的細節,然後挑戰您擴展這些範例。他們在www.cgeducation.org提供了許多書中範例的樣本源代碼。

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