9781789342253-1789342252-OpenGL 4 Shading Language Cookbook - Third Edition: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

OpenGL 4 Shading Language Cookbook - Third Edition: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

ISBN-13: 9781789342253
ISBN-10: 1789342252
Edition: 3rd ed.
Author: David Wolff
Publication date: 2018
Publisher: Packt Publishing
Format: Paperback 472 pages
FREE US shipping on ALL non-marketplace orders
Rent
35 days
from $27.39 USD
FREE shipping on RENTAL RETURNS
Marketplace
from $43.31 USD
Buy

From $41.99

Rent

From $27.39

Book details

ISBN-13: 9781789342253
ISBN-10: 1789342252
Edition: 3rd ed.
Author: David Wolff
Publication date: 2018
Publisher: Packt Publishing
Format: Paperback 472 pages

Summary

OpenGL 4 Shading Language Cookbook - Third Edition: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17 (ISBN-13: 9781789342253 and ISBN-10: 1789342252), written by authors David Wolff, was published by Packt Publishing in 2018. With an overall rating of 3.7 stars, it's a notable title among other 3D Graphics (Graphics & Design, Game Programming, Programming, Software Design, Testing & Engineering, Design & Graphics, Software, Web Design, Web Development & Design) books. You can easily purchase or rent OpenGL 4 Shading Language Cookbook - Third Edition: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17 (Paperback) from BooksRun, along with many other new and used 3D Graphics books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $12.12.

Description

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.

Table of Contents
  1. Getting Started with GLSL
  2. Working with GLSL programs
  3. The Basics of GLSL Shaders
  4. Lighting and Shading
  5. Using Textures
  6. Image Processing and Screen Space Techniques
  7. Using Geometry and Tessellation Shaders
  8. Shadows
  9. Using Noise in Shaders
  10. Particle Systems and Animation
  11. Using Compute Shaders
Rate this book Rate this book

We would LOVE it if you could help us and other readers by reviewing the book