Book Cover

Graphics Shaders: Theory and Practice, Second Edition

Contributor(s): Bailey, Mike (Author), Cunningham, Steve (Author)

ISBN: 9781568814346

Publisher: A K PETERS

Hardcover
$140.99
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Pub Date: November 8, 2011

Dewey: 006.66

LCCN: 2011031720

Lexile Code: 0000

Features: Bibliography, Illustrated, Index

Target Age Group: NA to NA

Physical Info: 1.00" H x 9.30" L x 7.90" W ( 2.65 lbs) 520 pages

Descriptions, Reviews, etc.

Description:

Highly recommended by CHOICE (December 2009), the first edition of Graphics Shaders: Theory and Practice has proven to be a popular choice for shaders courses at universities and conferences. Incorporating changes in the OpenGL syntax, this second edition provides an engaging and accessible introduction to the latest developments in graphics shaders. The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge readers to extend the examples. Sample source code for many of the book's examples is available on a companion website.

Review Quotes:

"If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders."
--Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico

"Shaders are an essential tool in today's computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start!"
--Andrew Glassner

Praise for the First Edition: "Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. ... Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. ... The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. ... Highly recommended."
--C. Tappert, CHOICE, December 2009

"... a pick for any college-level, advanced computer library catering to programming professionals. ... discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects."
--Midwest Book Review, August 2009

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