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OpenGL 4.0 Shading Language Cookbook [Englisch] [Taschenbuch]

David Wolff
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Kurzbeschreibung

26. Juli 2011

Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use

  • A full set of recipes demonstrating simple and advanced techniques for producing high-quality, real-time 3D graphics using GLSL 4.0
  • How to use the OpenGL Shading Language to implement lighting and shading techniques
  • Use the new features of GLSL 4.0 including tessellation and geometry shaders
  • How to use textures in GLSL as part of a wide variety of techniques from basic texture mapping to deferred shading
  • Simple, easy-to-follow examples with GLSL source code, as well as a basic description of the theory behind each technique

In Detail

The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader.

The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows.

The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation.

The OpenGL Shading Language 4.0 Cookbook 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 from this book

  • Compile, install, and communicate with shader programs
  • Use new features of GLSL 4.0 such as subroutines and uniform blocks
  • Implement basic lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights
  • Apply single or multiple textures
  • Use textures as environment maps for simulating reflection or refraction
  • Implement screen-space techniques such as gamma correction, blur filters, and deferred shading
  • Implement geometry and tessellation shaders
  • Learn shadowing techniques including shadow mapping and screen space ambient occlusion
  • Use noise in shaders
  • Use shaders for animation

Approach

This hands-on guide cuts short the preamble and 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 GLSL 4.0.

Who this book is written for

If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. 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.


Wird oft zusammen gekauft

OpenGL 4.0 Shading Language Cookbook + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 + OpenGL SuperBible: Comprehensive Tutorial and Reference
Preis für alle drei: EUR 132,07

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Produktinformation

  • Taschenbuch: 340 Seiten
  • Verlag: Packt Publishing (26. Juli 2011)
  • Sprache: Englisch
  • ISBN-10: 1849514763
  • ISBN-13: 978-1849514767
  • Größe und/oder Gewicht: 23,5 x 19 x 1,8 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 49.626 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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Über den Autor und weitere Mitwirkende

David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received his PhD in Physics from Oregon State University. He has a passion for computer graphics and the intersection between art and science. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenGL.


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5.0 von 5 Sternen
Die hilfreichsten Kundenrezensionen
Von Jan Minar
Format:Taschenbuch|Verifizierter Kauf
Das Buch ist sehr gut geschrieben. Die einzelnen Kapitel befassen sich mit unterschiedlichen Themen bei der Entwicklung von OpenGL-Anwendungen, wobei der Schwerpunkt auf Entwicklungen der jüngeren Vergangenheit liegt. Die Beispiele und Erklärungen sind leicht verständlich und bringen einem auch komplexere Zusammenhänge klar rüber.

Meiner Meinung nach ein Muß für jeden, der sich tiefgehender mit der OpenGL-Entwicklung auseinandersetzen will.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 4.7 von 5 Sternen  9 Rezensionen
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Re-education for OpenGL veterans 25. November 2011
Von Sol_HSA - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I got a request from PACKT to review an OpenGL book they've published. It looked like a fun thing to do, so I said okay.

First off, this book is perfect for people who already know their way around OpenGL, but may not be too deep into shaders yet, and/or have some legacy bits in their engines.

The book does walk you through setting up a shader based application, and explains what kinds of support libraries you're going to need (always managing to pick the "other" lib than the ones I've used - they like glew more than glee, for instance - but the libs they picked still work as advertised, so I'm not saying they're bad choises. Oddly, there's no mention of SDL or SFML though), but knowing how OpenGL generally works as well as how the math generally works is taken for granted.

On the positive side you won't have to browse through hundred pages of basic matrix and vector math, or compilation basics, which I feel is a good thing.

After the basics the book gets to the fun stuff, explaining lighting, texture use, screen space trickery (like bloom and deferred shading), geometry shaders and tesselation, practical shadows (i.e, shadow mapping and PCT filters, but doesn't waste pages on anything "more advanced"), noise and some particle tricks.

All in all I think it's a rather good resource for anyone who wants to upgrade their OpenGL knowledge to more "modern OpenGL", dropping all legacy stuff, but it doesn't mean you don't still have to get your hands on the orange book.
5 von 6 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excellent overview of modern GLSL 1. Oktober 2011
Von Paul T. Miller - Veröffentlicht auf Amazon.com
Format:Kindle Edition
This book covers OpenGL Shading Language Core profile 4 and modern OpenGL usage. It does assume some familiarity with OpenGL and C++, which helps to cut down on a lot of introductory boilerplate. It's best to start reading from the beginning, as examples and recipes build on information from previous chapters and Wolff doesn't waste space repeating the same stuff over and over, which I really appreciated.
All of the examples use the newer OpenGL APIs, and there is some basic background information on how to use them. I found this useful for people like me who have been using the fixed-function API for so long. The examples also use OpenGL Mathematics (GLM), an Open Source toolkit for working with OpenGL-style vectors and matrices. I had been unaware of this toolkit, and I'll most likely be switching to it for my next project. Wolff's style is short and to the point and keeps things moving along.
The meat of the book are the recipes, covering a wide range of shading topics, including emulating the OpenGL 2.0 fixed function pipeline, image processing, soft shadows, synthetic texture generation, and particle systems. There is a lot of information here and it is well written, though it assumes the reader is not a complete novice. Be warned, this is NOT a book for beginners.
I had a couple of minor issues with the book. Most of the examples use C++ and the STL but in a few cases Wolff falls back to using malloc/free for temporary buffers. All of the recipes are based on using geometry, and even in the image processing section it is assumed we'll be processing a 3D scene. It would be nice to have some examples focused entirely on doing 2D image processing of images directly.
Those points are very minor though and in all I thought the book was exactly what I needed to bring my skills up to the most recent OpenGL and GLSL standards.
4 von 5 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen excellent book on core glsl programming 20. August 2011
Von A C++/C# programer - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Finally, I[ve found a book that explains very well the in and out of glsl programming.
The book is core profile all the way, without any opengl 2.1 stub. Chapter 1 details step by step how to set up the glsl programming environment, goes over the meanning of each statement, and shows how to pass the attributes and uniforms from application to the shaders.
However, this is not an introduction to opengl. Reader needs to have knowlege of opengl(fixed function pipeline only) before attempting to read this book.
The example code uses Qt SDK; however, the author separate the rendering and glsl codes out quite cleanly from the Qt's windowing code. It can be used easily with any windowing code such as MFC, fltk, glut, etc.
6 von 8 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Good luck getting the source code working 9. Februar 2012
Von Andrian Gorohovschi - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
I've read a number of books on OpenGL Shading Language, most of them cover the same things and David Wolff is no different.

He definitely cuts back on a lot of 'fluff' (as in you don't need an explanation of a function if you're reading this book).

I was disappointed however by a very poor preparation of the hands on part of this cookbook.

My UI background goes way back to win32 to most recent WPF (and number of embedded, plus web stuff). However, I have only seen Qt in passing, and seeing this in the readme file is disheartening:
"It includes a qmake project file, so building the examples should be
very straightforward as long as you have the Qt SDK installed.
It should also load into Qt Creator quite readily."

It is not straightforward.

The problems so far and counting:
The location for glew and glm are assumed to be on c:\OpenGL ... and are not consistent from chapter to chapter.
This is not mentioned anywhere. README is a good place for that.

GLM version 0.9.0.7 is used. Granted not the author's fault, but easily preventable by including GLM with your source files or at least make a note in the README.

Chapter 9 is missing a header file. Granted you can recreate it yourself from the existing .cpp, but this only speaks poorly on the author's attitude towards cookbook-ing

I have expected a higher level of readiness from a cookbook.

If you're looking for a reference on some algorithms this book is fine, but a better choice is "OpenGL Supper Bible 5th edition" which is self sustained and you can pass it along to a complete novice.

If however you're looking for a reference book on a number of algorithms with do it yourself "hands on", then "GPU Gems" series is a much better choice.
-----------------------------------------------------------------------------------
Many months had passed and I find myself using this book more often than I thought I would.
The math is organized well and so are the explanations.

I was a little too harsh, it deserves 4 stars
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Super Awesome and Really Great Value 9. Januar 2012
Von JamesBedford - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
Really awesome book and incredibly good value. Makes a change to a lot of the really long OpenGL books because you can find the OpenGL nugget you're interested in learning about or using and read the section on that.

My only problem with this book is that the formatting for the Table of Contents could be a LOT better for the Kindle version. Whilst all the hyperlinks will take you directly to wherever you need to go, because this book has a set format for each chapter, the sub-sections for each chapter are repeated over and over again which makes it hard to see what the actual chapter is about. For example,
Title
1
A
B
C
2
A
B
C
3
A
B
C
It's hard to see the numbers for all the letters!
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