Graphics Shaders: Theory and Practice, Second Edition

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CRC Press, Apr 19, 2016 - Computers - 518 pages
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 sec
 

Contents

1 The FixedFunction Graphics Pipeline
1
2 OpenGL Shader Evolution
25
3 Fundamental Shader Concepts
39
4 Using glman
69
5 The GLSL Shader Language
91
6 Lighting
123
7 Vertex Shaders
139
8 Fragment Shaders and Surface Appearance
157
11 Image Manipulation with Shaders
239
12 Geometry Shader Concepts and Examples
291
13 Tessellation Shaders
315
14 The GLSL API
353
15 Using Shaders for Scientific Visualization
375
16 Serious Fun
425
Appendices
465
References
483

9 Surface Textures in the Fragment Shader
179
10 Noise
213

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About the author (2016)

Mike Bailey is a professor of computer science at Oregon State University. Dr. Bailey is a member of ACM, SIGGRAPH, IEEE, ASME. He earned a Ph.D. in computer graphics and computer aided design from Purdue University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis.

Steve Cunningham is a professor emeritus of computer science at California State University Stanislaus. A member of ACM SIGGRAPH, ACM SIGCSE, and Eurographics, he has been actively engaged in computer graphics education for many years.

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