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    OpenGL 4 Shading Language Cookbook

    Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

    AvDavid Wolff

    Häftad, Engelska, 2018

    649 kr

    Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

    Fler format och utgåvor

    Häftad

    797 kr

    E-bok

    457 kr

    Beskrivning

    Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6Key FeaturesBook DescriptionOpenGL 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 learnCompile, debug, and communicate with shader programsUse compute shaders for physics, animation, and general computingLearn about features such as shader storage buffer objects and image load/storeUtilize noise in shaders and learn how to use shaders in animationsUse textures for various effects including cube maps for reflection or refractionUnderstand physically based reflection models and the SPIR-V Shader binaryLearn how to create shadows using shadow maps or shadow volumesCreate particle systems that simulate smoke, fire, and other effectsWho this book is forIf 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.

    Produktinformation

    • Utgivningsdatum:2018-09-28
    • Mått:191 x 235 x 26 mm
    • Vikt:806 g
    • Format:Häftad
    • Språk:Engelska
    • Antal sidor:472
    • Upplaga:3
    • Förlag:Packt Publishing Limited
    • ISBN:9781789342253

    Utforska kategorier

    • Programmeringsböcker inom Data och IT

    Mer om författaren

    David Wolff is a professor in the computer science department at Pacific Lutheran University (PLU). He received a PhD in Physics and an MS in computer science from Oregon State University. He has been teaching computer graphics to undergraduates at PLU for over 17 years, using OpenGL.

    Innehållsförteckning

    • Table of ContentsGetting Started with GLSLWorking with GLSL programsThe Basics of GLSL ShadersLighting and ShadingUsing TexturesImage Processing and Screen Space TechniquesUsing Geometry and Tessellation ShadersShadows Using Noise in ShadersParticle Systems and AnimationUsing Compute Shaders
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