![]() 作者:Mike Bailey/Steve Cunningham 出版社: 无A K Peters/CRC Press 副标题: Theory and Practice 出版年: 2011-11-8 页数: 518 定价: USD 79.95 装帧: Hardcover ISBN: 9781568814346 内容简介 · · · · · ·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 t... 目录 · · · · · ·The Fixed-Function Graphics PipelineThe Traditional View How the Traditional View Is Implemented Vertex Arrays Conclusions OpenGL Shader Evolution · · · · · ·() The Fixed-Function Graphics Pipeline The Traditional View How the Traditional View Is Implemented Vertex Arrays Conclusions OpenGL Shader Evolution History of Shaders OpenGL Shader History OpenGL ES How Can You Respond to These Changes? Our Approach in This Book Fundamental Shader Concepts Shaders in the Graphics Pipeline The GLSL Shading Language Passing Data from Your Application into Shaders Using glman Using glman GLIB Scene Creation More on Textures and Noise Functions in the glman Interface Window The GLSL Shader Language Factors that Shape Shader Languages General GLSL Language Concepts Language Details Compatibility Mode Summary Lighting The ADS Lighting Model Types of Lights Setting Up Lighting for Shading Vertex Shaders Vertex Shaders in the Graphics Pipeline Replacing Fixed-Function Graphics with Vertex Shaders Going beyond the Fixed-Function Pipeline with Vertex Shaders Vertex Modification Issues in Vertex Shaders Summary Fragment Shaders and Surface Appearance Basic Function of a Fragment Shader Fragment Shader Processing Replacing Fixed-Function Processing with Fragment Shaders What Follows a Fragment Shader? Additional Shader Effects Surface Textures in the Fragment Shader Texture Coordinates Traditional Texture Mapping GLSL Texture Mapping Render to Texture Render to Texture for Multipass Rendering in glman Noise Fundamental Noise Concepts Other Noise Concepts Some Examples of Noise in Different Environments Advanced Noise Topics Using Noisegraph Image Manipulation with Shaders Basic Concepts Single-Image Manipulation The Image Blending Process Blending an Image with a Constant Base Image Blending an Image with a Version of Itself Blending Two Different Images Notes Geometry Shader Concepts and Examples What Does the Geometry Shader Do? Normals in Geometry Shaders Examples Tessellation Shaders What Are Tessellation Shaders? Tessellation Shader Concepts Examples Summary The GLSL API Shaders in the OpenGL Programming Process How Is a GLSL Shader Program Created? Creating and Compiling Shader Objects Creating, Attaching, Linking, and Activating Shader Programs Passing Data into Shaders Using Shaders for Scientific Visualization Image-Based Visualization Techniques Hyperbolic Geometry 3D Scalar Data Visualization More on Transfer Functions Passing in Data Values with Your Geometry Terrain Bump-Mapping Flow Visualization Geometry Visualization Serious Fun Light Interference Lens Effects Bathroom Glass Atmospheric Effects Fun with One Using the glman Timer Function Disco Ball Fog, with and without Noise Morphing 3D Geometry Algorithmic Art Making Information Visible through Motion An Explosion Shader Appendices References Index · · · · · · () |
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