OpenGL Shading Language


Author: Randi J. Rost,Bill Licea-Kane,Dan Ginsburg,John Kessenich,Barthold Lichtenbelt,Hugh Malan,Mike Weiblen
Publisher: Pearson Education
ISBN: 9780321669223
Category: Computers
Page: 792
View: 9804
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OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.

Graphics Shaders

Theory and Practice, Second Edition
Author: Mike Bailey,Steve Cunningham
Publisher: CRC Press
ISBN: 1439867755
Category: Computers
Page: 518
View: 5609
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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

OpenGL 4.0 Shading Language Cookbook


Author: David Wolff
Publisher: Packt Publishing Ltd
ISBN: 1849514771
Category: Computers
Page: 340
View: 7399
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Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use.

OpenGL 4 Shading Language Cookbook, Second Edition


Author: David Wolff
Publisher: Packt Publishing Ltd
ISBN: 178216703X
Category: Computers
Page: 394
View: 1418
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OpenGL Shading Language 4 Cookbook is a hands-on guide that gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using the latest GLSL specification. This book is for OpenGL programmers looking to use the modern features of GLSL 4 to create real-time, three-dimensional graphics. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

OpenGL Insights


Author: Patrick Cozzi,Christophe Riccio
Publisher: CRC Press
ISBN: 1439893764
Category: Computers
Page: 712
View: 1990
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Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

GLSL Essentials


Author: Jacobo Rodríguez
Publisher: Packt Publishing Ltd
ISBN: 1849698015
Category: Computers
Page: 116
View: 8173
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This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications. If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know.

Opengl Programming Guide: The Official Guide To Learning Opengl, Version 2.1, 6/E


Author: N.A
Publisher: Pearson Education India
ISBN: 9788131721841
Category:
Page: 928
View: 2565
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OpenGL Programming Guide

The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V
Author: John Kessenich,Graham Sellers,Dave Shreiner
Publisher: Addison-Wesley Professional
ISBN: 0134495535
Category: Computers
Page: 976
View: 4203
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Complete Coverage of OpenGL® 4.5—the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today’s leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. OpenGL® Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling “Red Book” fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques

OpenGL Superbible

Comprehensive Tutorial and Reference
Author: Graham Sellers,Richard S Wright Jr.,Nicholas Haemel
Publisher: Addison-Wesley Professional
ISBN: 0134193113
Category: Computers
Page: 880
View: 9511
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OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.

CSS Cookbook


Author: Christopher Schmitt
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596554682
Category: Computers
Page: 544
View: 5811
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As the industry standard method for enriching the presentation of HTML-based web pages, Cascading Style Sheets (CSS) allow you to give web pages more structure and a more sophisticated look. But first, you have to get past CSS theory and resolve real-world problems. For those all-too-common dilemmas that crop up with each project, CSS Cookbook provides hundreds of practical examples with CSS code recipes that you can use immediately to format your web pages. Arranged in a quick-lookup format for easy reference, the second edition has been updated to explain the unique behavior of the latest browsers: Microsoft's IE 7 and Mozilla's Firefox 1.5. Also, the book has been expanded to cover the interaction of CSS and images and now includes more recipes for beginning CSS users. The explanation that accompanies each recipe enables you to customize the formatting for your specific needs. With topics that range from basic web typography and page layout to techniques for formatting lists, forms, and tables, this book is a must-have companion, regardless of your experience with Cascading Style Sheets.

OpenGL ES 3.0 Programming Guide


Author: Dan Ginsburg,Budirijanto Purnomo,Dave Shreiner,Aaftab Munshi
Publisher: Pearson Education
ISBN: 0321933885
Category: Computers
Page: 516
View: 9160
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This text details the entire OpenGL ES 3.0 pipeline with detailed examples in order to provide a guide for developing a wide range of high performance 3D applications for embedded devices

Real-Time Shader Programming


Author: Ron Fosner
Publisher: Elsevier
ISBN: 0080515908
Category: Computers
Page: 424
View: 1842
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Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics

PHP Cookbook

Solutions & Examples for PHP Programmers
Author: David Sklar,Adam Trachtenberg
Publisher: "O'Reilly Media, Inc."
ISBN: 1449363717
Category: Computers
Page: 820
View: 7309
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Want to understand a certain PHP programming technique? Or learn how to accomplish a particular task? This cookbook is the first place to look. With more than 350 code-rich recipes revised for PHP 5.4 and 5.5, this third edition provides updated solutions for generating dynamic web content—everything from using basic data types to querying databases, and from calling RESTful APIs to testing and securing your site. Each recipe includes code solutions that you can freely use, along with a discussion of how and why they work. Whether you’re an experienced PHP programmer or coming to PHP from another language, this book is an ideal on-the-job resource. You’ll find recipes to help you with: Basic data types: strings, numbers, arrays, and dates and times Program building blocks: variables, functions, classes, and objects Web programming: cookies, forms, sessions, and authentication Database access using PDO, SQLite, and other extensions RESTful API clients and servers, including HTTP, XML, and OAuth Key concepts: email, regular expressions, and graphics creation Designing robust applications: security and encryption, error handling, debugging and testing, and performance tuning Files, directories, and PHP’s Command Line Interface Libraries and package managers such as Composer and PECL

OpenGL Development Cookbook


Author: Muhammad Mobeen Movania
Publisher: Packt Publishing Ltd
ISBN: 1849695059
Category: Computers
Page: 326
View: 3249
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The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations.

OpenGL 4 Shading Language Cookbook

Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition
Author: David Wolff
Publisher: Packt Publishing Ltd
ISBN: 1789340667
Category: Computers
Page: 472
View: 6636
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Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6 Key Features Explore techniques for implementing shadows using shadow maps and shadow volumes Learn to use GLSL features such as compute, geometry, and tessellation shaders Use GLSL to create a wide variety of modern, realistic visual effects Book Description OpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them. The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders. The book provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer-graphics applications. What you will learn Compile, debug, and communicate with shader programs Use compute shaders for physics, animation, and general computing Learn about features such as shader storage buffer objects and image load/store Utilize noise in shaders and learn how to use shaders in animations Use textures for various effects including cube maps for reflection or refraction Understand physically based reflection models and the SPIR-V Shader binary Learn how to create shadows using shadow maps or shadow volumes Create particle systems that simulate smoke, fire, and other effects Who this book is for If you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required.

Real-Time Rendering, Third Edition


Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher: CRC Press
ISBN: 1498785638
Category: Computers
Page: 1045
View: 6244
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Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

MySQL Cookbook

Solutions for Database Developers and Administrators
Author: Paul DuBois
Publisher: "O'Reilly Media, Inc."
ISBN: 1449374158
Category: Computers
Page: 866
View: 8532
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MySQL’s popularity has brought a flood of questions about how to solve specific problems, and that’s where this cookbook is essential. When you need quick solutions or techniques, this handy resource provides scores of short, focused pieces of code, hundreds of worked-out examples, and clear, concise explanations for programmers who don’t have the time (or expertise) to solve MySQL problems from scratch. Ideal for beginners and professional database and web developers, this updated third edition covers powerful features in MySQL 5.6 (and some in 5.7). The book focuses on programming APIs in Python, PHP, Java, Perl, and Ruby. With more than 200+ recipes, you’ll learn how to: Use the mysql client and write MySQL-based programs Create, populate, and select data from tables Store, retrieve, and manipulate strings Work with dates and times Sort query results and generate summaries Use stored routines, triggers, and scheduled events Import, export, validate, and reformat data Perform transactions and work with statistics Process web input, and generate web content from query results Use MySQL-based web session management Provide security and server administration

OpenGL Library


Author: N.A
Publisher: N.A
ISBN: 9780321514325
Category: OpenGL (Computer file)
Page: N.A
View: 1325
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Learning OpenGL ES for iOS

A Hands-on Guide to Modern 3D Graphics Programming
Author: Erik Buck
Publisher: Addison-Wesley
ISBN: 0132478927
Category: Computers
Page: 352
View: 4111
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Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned