Graphics Shaders: Theory and Practice, Second Edition
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. Get and download textbook Graphics Shaders: Theory and Practice, Second Edition for free
Categories: Shaders/Shading->3D graphics. Contributors: Mike Bailey - Author. Format: Hardcover
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 shad Graphics Shaders new edition
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Categories: Shaders/Shading->3D graphics. Contributors: Mike Bailey - Author. Format: Hardcover
Categories: Shaders/Shading->3D graphics. Contributors: Mike Bailey - Author. Format: Hardcover
EAN: 9781568814346 Title: GRAPHICS SHADERS SKU: ST1568814348 Product Category: Books, Comics & Magazines ABOUT SPEEDY HEN LTD
Store Search search Title, ISBN and Author Graphics Shaders by Mike Bailey Estimated delivery 3-12 business days Format Hardcover Condition Brand New This book uses examples in OpenGL and OpenGL Shading Language to present the theory and application of shader programming. It explains how to program graphics shaders effectively for use in art, animation, gaming, and visualization. Along with improved graphics and new examples and exercises, this edition includes a new chapter on converting a fix
Graphics Shaders Textbook
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
It then covers shad