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Graphics shaders: theory and practice
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 reinfo...
Autores principales: | , |
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Lenguaje: | eng |
Publicado: |
CRC Press
2011
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Materias: | |
Acceso en línea: | http://cds.cern.ch/record/1438614 |
_version_ | 1780924631235952640 |
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author | Bailey, Mike Cunningham, Steve |
author_facet | Bailey, Mike Cunningham, Steve |
author_sort | Bailey, Mike |
collection | CERN |
description | 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, |
id | cern-1438614 |
institution | Organización Europea para la Investigación Nuclear |
language | eng |
publishDate | 2011 |
publisher | CRC Press |
record_format | invenio |
spelling | cern-14386142021-04-22T00:29:21Zhttp://cds.cern.ch/record/1438614engBailey, MikeCunningham, SteveGraphics shaders: theory and practiceComputing and ComputersGraphics 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, CRC Pressoai:cds.cern.ch:14386142011 |
spellingShingle | Computing and Computers Bailey, Mike Cunningham, Steve Graphics shaders: theory and practice |
title | Graphics shaders: theory and practice |
title_full | Graphics shaders: theory and practice |
title_fullStr | Graphics shaders: theory and practice |
title_full_unstemmed | Graphics shaders: theory and practice |
title_short | Graphics shaders: theory and practice |
title_sort | graphics shaders: theory and practice |
topic | Computing and Computers |
url | http://cds.cern.ch/record/1438614 |
work_keys_str_mv | AT baileymike graphicsshaderstheoryandpractice AT cunninghamsteve graphicsshaderstheoryandpractice |