OpenGL 4 Shading Language Cookbook

OpenGL 4 Shading Language Cookbook covers 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 it.

Author: David Wolff

Publisher:

ISBN: 1789342252

Category: Computers

Page: 472

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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.
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OpenGL 4 0 Shading Language Cookbook

It allowsusto harness the powerof modern GraphicsProcessingUnits (GPUs) ina straightforward wayby providinga simple, yet powerful,language and API. The OpenGL4.0 ShadingLanguage Cookbookwill provide easytofollow examplesthat start by ...

Author: David Wolff

Publisher: Packt Publishing Ltd

ISBN: 9781849514774

Category: Computers

Page: 340

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Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use.
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OpenGL 4 Shading Language Cookbook

Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition David Wolff ... The partial derivatives vec 4 du p00*.dbu [0] *bv [0]+p01*.dbu [0] *bv [1]+p02*dbu [0] *bv [2]+ p03*dbu [0] *bv [3]+ p10*.dbu [1] ...

Author: David Wolff

Publisher: Packt Publishing Ltd

ISBN: 9781789340662

Category: Computers

Page: 472

View: 984

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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 FeaturesExplore techniques for implementing shadows using shadow maps and shadow volumesLearn to use GLSL features such as compute, geometry, and tessellation shadersUse GLSL to create a wide variety of modern, realistic visual effectsBook 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 learnCompile, debug, and communicate with shader programsUse compute shaders for physics, animation, and general computingLearn about features such as shader storage buffer objects and image load/storeUtilize noise in shaders and learn how to use shaders in animationsUse textures for various effects including cube maps for reflection or refractionUnderstand physically based reflection models and the SPIR-V Shader binaryLearn how to create shadows using shadow maps or shadow volumesCreate particle systems that simulate smoke, fire, and other effectsWho 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.
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OpenGL 4 Shading Language Cookbook Second Edition

p33*dbu[ vec4 dv p00*bu[0]*dbv p03*bu[0: p10*bu[1]*dbv: p13*bu[1: p20*bu[2]*dbv: p23*bu[2: p30*bu[3]*dbv: p33*bu[3 // The no product of th vec3 n — cross(du.xyz, // Trans: coordinates gl_Positi TEPosition; // Conver coordinates ...

Author: David Wolff

Publisher: Packt Publishing Ltd

ISBN: 9781782167037

Category: Computers

Page: 394

View: 120

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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.
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3D Mesh Processing and Character Animation

With Examples Using OpenGL, OpenMesh and Assimp Ramakrishnan Mukundan ... The code for detecting border edges in the geometry shader is given in Listing 4.6. ... D. Wolff, OpenGL 4 Shading Language Cookbook, 3rd ed. 86 4 The Geometry ...

Author: Ramakrishnan Mukundan

Publisher: Springer Nature

ISBN: 9783030813543

Category:

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Building a 3D Game with LibGDX

We will not get into detail about this, but you can get more information from other Packt books, such as OpenGL 4.0 Shading Language (https://www.packtpub.com/game -development/opengl-4-shading-language-cookbook) and become an expert on ...

Author: Sebastian Di Giuseppe

Publisher: Packt Publishing Ltd

ISBN: 9781785280290

Category: Computers

Page: 234

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Learn how to build an exciting 3D game with LibGDX from scratch About This Book Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. Write, test, and debug your application on your desktop and deploy them on multiple platforms. Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn Learn the potential of LibGDX in game development Understand the LibGDX architecture and explore platform limitation and variations Explore the various approaches for game development using LibGDX Learn about the common mistakes and possible solutions of development Discover the 3D workflow with Blender and how it works with LibGDX Implement 3D models along with textures and animations into your games Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game
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OpenGL Shading Language

The publisher offers discounts on this book when ordered in quantity for bulk purchases and special sales . ... ISBN 0-321-19789-5 ( acid - free paper ) 1. Computer graphics . 2. OpenGL . I. Kessenich , John M. II .

Author: Randi J. Rost

Publisher: Addison-Wesley Professional

ISBN: UOM:39015058283865

Category: Computers

Page: 565

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bull; Shading languages are the most important new development in graphics programming in years bull; The author is at the very centre of the activity surrounding the OpenGL Shading Language bull; Both a tutorial and a reference, with lots of practical examples
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Library Journal

ISBN 0-07-223075-4 . pap . $ 49.99 00321-8 . pap . ... ISBN 0- Rost , Randi . OpenGL Shading Language . CMP . ... ISBN 0-596-00327-7 . pap . POWER ! Prentice - Hall PTR . Nov. 896p . Teilhet , Stephen . C # Cookbook . O'Reil$ 34.95 .

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ISBN: UOM:39015082964977

Category: Libraries

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Includes, beginning Sept. 15, 1954 (and on the 15th of each month, Sept.-May) a special section: School library journal, ISSN 0000-0035, (called Junior libraries, 1954-May 1961). Also issued separately.
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OpenGL Distilled

For further information , see the following sections of OpenGL® Shading Language : Section 9.3 , " Material Properties and Lighting " ... In this book , Appendix A , " Other Features , " briefly discusses the OpenGL Shading Language .

Author: Paul Martz

Publisher: Addison-Wesley Professional

ISBN: UOM:39015063338829

Category: Computers

Page: 266

View: 757

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OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visualization and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL(R) Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you're looking for. You'll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion Web site includes complete source code examples, color versions of special effects described in the book, and additional resources.
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American Book Publishing Record

4. DVDsDesign and construction -- Handbooks , manuals , etc. 5 . Macintosh ( Computer Handbooks , manuals , etc. ... ROST , Randi J. , 1960006.6'86 OpenGL shading language / Randi J. Rost ; with contributions by John M. Kessenich .

Author:

Publisher:

ISBN: UOM:39015066180392

Category: American literature

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