Graphics Shaders, 2nd Edition

Book description

Highly recommended by CHOICE (December 2009), the first edition of Graphics Shaders: Theory and Practice has proven to be a popular choice for shaders courses at universities and conferences. Incorporating changes in the OpenGL syntax, this second edition provides an engaging and accessible introduction to the latest developments in graphics shaders. The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge readers to extend the examples. Sample source code for many of the book's examples is available on a companion website.

Table of contents

  1. Front Cover
  2. Dedication
  3. Contents (1/3)
  4. Contents (2/3)
  5. Contents (3/3)
  6. Foreword
  7. Preface (1/2)
  8. Preface (2/2)
  9. 1. The Fixed-Function Graphics Pipeline (1/5)
  10. 1. The Fixed-Function Graphics Pipeline (2/5)
  11. 1. The Fixed-Function Graphics Pipeline (3/5)
  12. 1. The Fixed-Function Graphics Pipeline (4/5)
  13. 1. The Fixed-Function Graphics Pipeline (5/5)
  14. 2. OpenGL Shader Evolution (1/3)
  15. 2. OpenGL Shader Evolution (2/3)
  16. 2. OpenGL Shader Evolution (3/3)
  17. 3. Fundamental Shader Concepts (1/6)
  18. 3. Fundamental Shader Concepts (2/6)
  19. 3. Fundamental Shader Concepts (3/6)
  20. 3. Fundamental Shader Concepts (4/6)
  21. 3. Fundamental Shader Concepts (5/6)
  22. 3. Fundamental Shader Concepts (6/6)
  23. 4. Using glman (1/5)
  24. 4. Using glman (2/5)
  25. 4. Using glman (3/5)
  26. 4. Using glman (4/5)
  27. 4. Using glman (5/5)
  28. 5. The GLSL Shader Language (1/7)
  29. 5. The GLSL Shader Language (2/7)
  30. 5. The GLSL Shader Language (3/7)
  31. 5. The GLSL Shader Language (4/7)
  32. 5. The GLSL Shader Language (5/7)
  33. 5. The GLSL Shader Language (6/7)
  34. 5. The GLSL Shader Language (7/7)
  35. 6. Lighting (1/4)
  36. 6. Lighting (2/4)
  37. 6. Lighting (3/4)
  38. 6. Lighting (4/4)
  39. 7. Vertex Shaders (1/4)
  40. 7. Vertex Shaders (2/4)
  41. 7. Vertex Shaders (3/4)
  42. 7. Vertex Shaders (4/4)
  43. 8. Fragment Shaders and Surface Appearance (1/5)
  44. 8. Fragment Shaders and Surface Appearance (2/5)
  45. 8. Fragment Shaders and Surface Appearance (3/5)
  46. 8. Fragment Shaders and Surface Appearance (4/5)
  47. 8. Fragment Shaders and Surface Appearance (5/5)
  48. 9. Surface Textures in the Fragment Shader (1/7)
  49. 9. Surface Textures in the Fragment Shader (2/7)
  50. 9. Surface Textures in the Fragment Shader (3/7)
  51. 9. Surface Textures in the Fragment Shader (4/7)
  52. 9. Surface Textures in the Fragment Shader (5/7)
  53. 9. Surface Textures in the Fragment Shader (6/7)
  54. 9. Surface Textures in the Fragment Shader (7/7)
  55. 10. Noise (1/6)
  56. 10. Noise (2/6)
  57. 10. Noise (3/6)
  58. 10. Noise (4/6)
  59. 10. Noise (5/6)
  60. 10. Noise (6/6)
  61. 11. Image Manipulation with Shaders (1/11)
  62. 11. Image Manipulation with Shaders (2/11)
  63. 11. Image Manipulation with Shaders (3/11)
  64. 11. Image Manipulation with Shaders (4/11)
  65. 11. Image Manipulation with Shaders (5/11)
  66. 11. Image Manipulation with Shaders (6/11)
  67. 11. Image Manipulation with Shaders (7/11)
  68. 11. Image Manipulation with Shaders (8/11)
  69. 11. Image Manipulation with Shaders (9/11)
  70. 11. Image Manipulation with Shaders (10/11)
  71. 11. Image Manipulation with Shaders (11/11)
  72. 12. Geometry Shader Concepts and Examples (1/5)
  73. 12. Geometry Shader Concepts and Examples (2/5)
  74. 12. Geometry Shader Concepts and Examples (3/5)
  75. 12. Geometry Shader Concepts and Examples (4/5)
  76. 12. Geometry Shader Concepts and Examples (5/5)
  77. 13. Tessellation Shaders (1/8)
  78. 13. Tessellation Shaders (2/8)
  79. 13. Tessellation Shaders (3/8)
  80. 13. Tessellation Shaders (4/8)
  81. 13. Tessellation Shaders (5/8)
  82. 13. Tessellation Shaders (6/8)
  83. 13. Tessellation Shaders (7/8)
  84. 13. Tessellation Shaders (8/8)
  85. 14. The GLSL API (1/5)
  86. 14. The GLSL API (2/5)
  87. 14. The GLSL API (3/5)
  88. 14. The GLSL API (4/5)
  89. 14. The GLSL API (5/5)
  90. 15. Using Shaders for Scientific Visualization (1/10)
  91. 15. Using Shaders for Scientific Visualization (2/10)
  92. 15. Using Shaders for Scientific Visualization (3/10)
  93. 15. Using Shaders for Scientific Visualization (4/10)
  94. 15. Using Shaders for Scientific Visualization (5/10)
  95. 15. Using Shaders for Scientific Visualization (6/10)
  96. 15. Using Shaders for Scientific Visualization (7/10)
  97. 15. Using Shaders for Scientific Visualization (8/10)
  98. 15. Using Shaders for Scientific Visualization (9/10)
  99. 15. Using Shaders for Scientific Visualization (10/10)
  100. 16. Serious Fun (1/8)
  101. 16. Serious Fun (2/8)
  102. 16. Serious Fun (3/8)
  103. 16. Serious Fun (4/8)
  104. 16. Serious Fun (5/8)
  105. 16. Serious Fun (6/8)
  106. 16. Serious Fun (7/8)
  107. 16. Serious Fun (8/8)
  108. Appendices (1/4)
  109. Appendices (2/4)
  110. Appendices (3/4)
  111. Appendices (4/4)
  112. References

Product information

  • Title: Graphics Shaders, 2nd Edition
  • Author(s): Mike Bailey, Steve Cunningham
  • Release date: April 2016
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781439867754