Graphics Shaders: Theory and Practice, 2/e (Hardcover)
Mike Bailey, Steve Cunningham
- 出版商: A K Peters
- 出版日期: 2011-11-08
- 售價: $4,180
- 貴賓價: 9.5 折 $3,971
- 語言: 英文
- 頁數: 518
- 裝訂: Hardcover
- ISBN: 1568814348
- ISBN-13: 9781568814346
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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)
《圖形着色器:理論與實踐》是一本面向本科或研究生級別的計算機圖形學第二課程的教材,介紹了着色器編程的基礎知識,並重點介紹了GLSL着色語言。作者在教授如何編寫可編程着色器的同時,也強調了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)的變化,並新增了一章關於新的曲面細分着色器,包括許多實用示例。
本書首先快速回顧了圖形管線的基本知識,強調了在入門課程中很少教授的特性,但在着色器編程中卻是必須了解的。然後,使用GLSL 4.x0着色語言,詳細介紹了頂點着色器、曲面細分着色器、幾何着色器和片段着色器的特定理論。本書還介紹了免費提供的glman工具,該工具可以讓您獨立開發、測試和調試着色器,而不需要依賴實際應用程序。作者探討了如何使用着色器來支持各種應用,並提供了在3D幾何、科學可視化、幾何變形、算法藝術等領域中使用着色器的示例。
第二版的特點包括:
- 使用最新的規範版本(OpenGL 4.x和GLSL 4.x0)編寫,包括將代碼示例更新到GLSL語言的最新標準。
- 提供更多示例和練習題。
- 新增了一章關於曲面細分着色器的內容。
- 在“娛樂”章節中擴展了示例,展示了使用着色器產生有趣效果的方法。
- 討論了如何應對OpenGL標準中的重大變化,並提供了一些C++類來幫助您管理這一過渡。
作者詳細解釋了概念,使用示例代碼描述了概念的細節,並鼓勵讀者擴展示例。書中的許多示例代碼可以在www.cgeducation.org上找到。