Free shipping on orders over $99
Graphics Shaders

Graphics Shaders

Theory and Practice, Second Edition

by Steve Cunningham and Mike Bailey
Hardback
Publication Date: 08/11/2011

Share This Book:

RRP  $185.00

RRP means 'Recommended Retail Price' and is the price our supplier recommends to retailers that the product be offered for sale. It does not necessarily mean the product has been offered or sold at the RRP by us or anyone else.

$167.75
or 4 easy payments of $41.94 with
afterpay
    Please Note: We will source your item through a special order. Generally sent within 120 days.
This item qualifies your order for FREE DELIVERY
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 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 shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them.
The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book's examples at www.cgeducation.org
ISBN:
9781568814346
9781568814346
Category:
3D graphics & modelling
Format:
Hardback
Publication Date:
08-11-2011
Language:
English
Publisher:
Taylor & Francis Inc
Country of origin:
United States
Edition:
2nd Edition
Pages:
492
Dimensions (mm):
235x191x25mm
Weight:
1.02kg

Our Australian supplier has this title on order. You can place a backorder for this title now and we will ship it to you when it becomes available. 

While we are unable to provide a delivery estimate, most backorders will be delivered within 120 days. If we are informed by our supplier that the title is no longer available during this time, we will cancel and refund you for this item.  Likewise, if no delivery estimate has been provided within 120 days, we will contact our supplier for an update.  If there is still no delivery estimate we will then cancel the item and provided you with a refund.

If we are able to secure you a copy of the title, our supplier will despatch it to our Sydney warehouse.  Once received we make sure it is in perfect condition and then despatch it to you via the Australia Post eParcel service, which includes online tracking.  You will receive a shipping notice from us when this occurs.

Reviews

Be the first to review Graphics Shaders.