OpenGL 4 Shading Language Cookbook 3rd Edition

OpenGL 4 Shading Language Cookbook: Build high-quality,real-time 3D graphics with OpenGL 4.6,GLSL 4.6 and C++17,3rd Edition
Authors: David Wolff
ISBN-10: 1789342252
ISBN-13: 9781789342253
Publication Date 出版日期: 2018-09-28
Print Length 页数: 472 pages
Publisher finelybook 出版社: Packt


Book Description
By finelybook

OpenGL 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.
Contents
1: GETTING STARTED WITH GLSL
2: WORKING WITH GLSL PROGRAMS
3: THE BASICS OF GLSL SHADERS
4: LIGHTING AND SHADING
5: USING TEXTURES
6: IMAGE PROCESSING AND SCREEN SPACE TECHNIQUES
7: USING GEOMETRY AND TESSELLATION SHADERS
8: SHADOWS
9: USING NOISE IN SHADERS
10: PARTICLE SYSTEMS AND ANIMATION
11: USING COMPUTE SHADERS
What You Will Learn
Compile,debug,and communicate with shader programs
Use compute shaders for physics,animation,and general computing
Learn about features such as shader storage buffer objects and image load/store
Utilize noise in shaders and learn how to use shaders in animations
Use textures for various effects including cube maps for reflection or refraction
Understand physically based reflection models and the SPIR-V Shader binary
Learn how to create shadows using shadow maps or shadow volumes
Create particle systems that simulate smoke,fire,and other effects
Authors
David Wolff
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.

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