{"product_id":"graphics-shaders-mike-bailey-9781568814346","title":"Graphics Shaders: Theory and Practice, Second Edition","description":"\u003cp\u003e\u003cstrong\u003eGraphics Shaders: Theory and Practice\u003c\/strong\u003e 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. \u003c\/p\u003e\u003cp\u003eThe 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.\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eFeatures of the Second Edition: \u003c\/strong\u003e\u003c\/p\u003e\u003cul\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eWritten 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.\u003c\/li\u003e \u003cli\u003eMore examples and more exercises\u003c\/li\u003e \u003cli\u003eA chapter on tessellation shaders\u003c\/li\u003e \u003cli\u003eAn expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects\u003c\/li\u003e \u003cli\u003eA discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition\u003c\/li\u003e \u003c\/ul\u003e\u003cp\u003eThe 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\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAuthor:\u003c\/b\u003e Mike Bailey,Steve Cunningham\u003cbr\u003e\u003cb\u003eISBN-10:\u003c\/b\u003e 1568814348\u003cbr\u003e\u003cb\u003eISBN-13:\u003c\/b\u003e 9781568814346\u003cbr\u003e\u003cb\u003ePublisher:\u003c\/b\u003e A K PETERS\u003cbr\u003e\u003cb\u003eLanguage:\u003c\/b\u003e English\u003cbr\u003e\u003cb\u003ePublished:\u003c\/b\u003e 11\/08\/2011\u003cbr\u003e\u003cb\u003ePages:\u003c\/b\u003e 492\u003cbr\u003e\u003cb\u003eFormat:\u003c\/b\u003e Hardcover\u003cbr\u003e\u003cb\u003eWeight:\u003c\/b\u003e 2.65lbs\u003cbr\u003e\u003cb\u003eSize:\u003c\/b\u003e 9.30h x 7.90w x 1.00d","brand":"Mike Bailey","offers":[{"title":"Hardcover","offer_id":48088575410431,"sku":"9781568814346","price":135.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0662\/2982\/9887\/files\/img_816c9615-f685-4c43-9e6a-9e53eb6ddf74.jpg?v=1769105534","url":"https:\/\/www.whiterainbookhouse.com\/products\/graphics-shaders-mike-bailey-9781568814346","provider":"WR Book House","version":"1.0","type":"link"}