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.
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可以搭配shadertoy网站玩,讲解非常清晰,适合入门
评分终于读完了 和learnopengl.com 搭配起来学也很好哦 下一本要看real time rendering了
评分可以搭配shadertoy网站玩,讲解非常清晰,适合入门
评分glsl 入门书
评分终于读完了 和learnopengl.com 搭配起来学也很好哦 下一本要看real time rendering了
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