OpenGL 4 Shading Language Cookbook
暫譯: OpenGL 4 着色語言食譜

David Wolff

  • 出版商: Packt Publishing
  • 出版日期: 2018-09-28
  • 售價: $1,780
  • 貴賓價: 9.5$1,691
  • 語言: 英文
  • 頁數: 472
  • 裝訂: Paperback
  • ISBN: 1789342252
  • ISBN-13: 9781789342253
  • 相關分類: OpenGL
  • 立即出貨 (庫存=1)

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相關主題

商品描述

Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6

Key Features

  • Explore techniques for implementing shadows using shadow maps and shadow volumes
  • Learn to use GLSL features such as compute, geometry, and tessellation shaders
  • Use GLSL to create a wide variety of modern, realistic visual effects

Book Description

OpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them.

The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics.

OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders.

The book provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer-graphics applications.

What you will learn

  • Compile, debug, and communicate with shader programs
  • Use compute shaders for physics, animation, and general computing
  • Learn about features such as shader storage buffer objects and image load/store
  • Utilize noise in shaders and learn how to use shaders in animations
  • Use textures for various effects including cube maps for reflection or refraction
  • Understand physically based reflection models and the SPIR-V Shader binary
  • Learn how to create shadows using shadow maps or shadow volumes
  • Create particle systems that simulate smoke, fire, and other effects

Who this book is for

If you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required.

商品描述(中文翻譯)

超過70個食譜,涵蓋使用OpenGL 4.6進行3D編程的高級技術,如光照、陰影、紋理、粒子系統和影像處理

主要特點


  • 探索使用陰影貼圖和陰影體實現陰影的技術

  • 學習使用GLSL的計算著色器、幾何著色器和細分著色器等功能

  • 使用GLSL創建各種現代、真實的視覺效果

書籍描述

《OpenGL 4著色語言食譜》第三版提供易於遵循的食譜,首先帶您了解每種技術背後的理論和背景,然後展示並解釋實現這些技術所需的GLSL和OpenGL代碼。

本書首先讓您熟悉初學者級別的主題,如編譯和鏈接著色器程序、保存和加載著色器二進制文件(包括SPIR-V),以及使用OpenGL函數加載庫。接著,我們將涵蓋基本的光照和陰影效果。之後,您將學習使用紋理、產生陰影,以及使用幾何和細分著色器。粒子系統、螢幕空間環境遮蔽、延遲渲染、基於深度的細分和物理基渲染等主題將幫助您應對高級主題。

《OpenGL 4著色語言食譜》第三版還涵蓋高級主題,如陰影技術(包括兩種最常見的技術:陰影貼圖和陰影體)。您將學習如何在著色器中使用噪聲以及如何使用計算著色器。

本書提供現代著色技術的範例,這些範例可以作為程序員擴展的起點,以製作現代的互動式3D計算機圖形應用程序。

您將學到什麼


  • 編譯、調試和與著色器程序進行通信

  • 使用計算著色器進行物理、動畫和一般計算

  • 了解著色器存儲緩衝區對象和影像加載/存儲等功能

  • 在著色器中利用噪聲,並學習如何在動畫中使用著色器

  • 使用紋理實現各種效果,包括用於反射或折射的立方體貼圖

  • 理解基於物理的反射模型和SPIR-V著色器二進制文件

  • 學習如何使用陰影貼圖或陰影體創建陰影

  • 創建模擬煙霧、火焰和其他效果的粒子系統

本書適合誰

如果您是一位希望學習GLSL著色語言的圖形程序員,這本書適合您。需要對3D圖形有基本了解,並具備C++的編程經驗。

目錄大綱

Table of Contents

  1. Getting Started with GLSL
  2. Working with GLSL programs
  3. The Basics of GLSL Shaders
  4. Lighting and Shading
  5. Using Textures
  6. Image Processing and Screen Space Techniques
  7. Using Geometry and Tessellation Shaders
  8. Shadows
  9. Using Noise in Shaders
  10. Particle Systems and Animation
  11. Using Compute Shaders

目錄大綱(中文翻譯)

Table of Contents


  1. Getting Started with GLSL

  2. Working with GLSL programs

  3. The Basics of GLSL Shaders

  4. Lighting and Shading

  5. Using Textures

  6. Image Processing and Screen Space Techniques

  7. Using Geometry and Tessellation Shaders

  8. Shadows

  9. Using Noise in Shaders

  10. Particle Systems and Animation

  11. Using Compute Shaders