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OpenGL Shading Language [Englisch] [Taschenbuch]

Randi J. Rost , Bill Licea-Kane , Dan Ginsburg , John M. Kessenich , Barthold Lichtenbelt , Hugh Malan , Mike Weiblen

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Kurzbeschreibung

20. Juli 2009
OpenGL(R) 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(R) 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.

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OpenGL Shading Language + OpenGL ES 2.0 Programming Guide + OpenGL SuperBible: Comprehensive Tutorial and Reference
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Pressestimmen

"As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." -David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, as well as good additional coverage of 2.0 changes!" -Jeffery Galinovsky, Director of Emerging Market, Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.'" -Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSL-well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and, all in all, this book makes an excellent tutorial as well as a reference." -John Carey, Chief Technology Officer, C.O.R.E. Feature Animation "OpenGL(R) Shading Language provides a timely, thorough, and entertaining introduction to the only OpenGL ARB-approved high-level shading language in existence. Whether an expert or a novice, there are gems to be discovered throughout the book, and the reference pages will be your constant companion as you dig into the depths of the shading APIs. From algorithms to APIs, this book has you covered." -Bob Kuehne, CEO, Blue Newt Software "Computer graphics and rendering technologies just took a giant leap forward with hardware vendors rapidly adopting the new OpenGL Shading Language. This book presents a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers." -Andy McGovern, Founder, Virtual Geographics, Inc. "The OpenGL Shading Language is at the epicenter of the programmable graphics revolution, and Randi Rost has been at the center of the development of this significant new industry standard. If you need the inside track on how to use the OpenGL Shading Language to unleash new visual effects and unlock the supercomputer hiding inside the new generation of graphics hardware, then this is the book for you." -Neil Trevett, Senior Vice President, Market Development, 3Dlabs

Synopsis

"As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." --David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" --Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.'

"--Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSL--well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." --John Carey, Chief Technology Officer, C.O.R.E. Feature Animation OpenGL(R) Shading Language, Second Edition, extensively updated for OpenGL 2.0, 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(R) Shading Language, Second Edition, includes updated descriptions for the language and all the GLSL entry points added to OpenGL 2.0; new chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms, including *Image-based lighting*Lighting with spherical harmonics*Ambient occlusion*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.Also included is a convenient Quick Reference Card to GLSL. -- Dieser Text bezieht sich auf eine vergriffene oder nicht verfügbare Ausgabe dieses Titels.


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Amazon.com: 3.9 von 5 Sternen  9 Rezensionen
14 von 16 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Not the best book I read. 13. Januar 2010
Von Papa Carlo - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
The authors honestly warn the user that this book is not intended to be read from start to finish in sequential order. Cannot agree more. The material is scattered through the book with little logical order. Very often I find myself putting the book aside and going to Internet after futile attempts to find even some basic information.
For example GLSL defines a number of special embedded variables, but you will not find a list of those variables and especially examples of using them. Instead they are scattered in the text.
A good part of the book is just examples of solving some fancy tasks. GLSL is a very interesting and exciting subject and I expected to find something more useful when ordering this book.
Save your money.
7 von 7 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Must have GLSL reference 31. März 2010
Von D. Neckels - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
The book covers all you need to know to write opengl shaders. There are a number of examples covered, with source both in the book and available for download. The writing is understandable and comprehensive, if ponderous.
My only complaint is the encyclopedic nature of the book. Tons of man page like reference material in the back and throughout.
It lacks the inspiration of a book like Frank Luna's DirectX, where he develops techniques like normal mapping, cascaded shadow maps, etc.. with all the relevant math details.

But, if you have those details, this book has everything you need to implement them in GLSL. So a good buy.
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Excellent Presentation of Shaders 11. September 2012
Von CRK - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I don't usually write reviews, but this book deserves one.

This book serves well to someone that has some familiarity/experience with setting up an OpenGL environment on whatever platform. (ie. each implementation of opengl has its quarks, but for iOS this involves setting up the EAGLContext, override layerClass to return CAEAGLayer, setting up vertex buffer objects, render buffers, and framebuffers, blah blah) If you don't understand that aspect you'll find yourself reading the book and thinking 'thats great, but how do i set this up initially?' However if you're like me, and can set up the GL environment, but lacked some insight on what exactly can be accomplished with vertex/fragment shaders then you'll be in for a treat. This book does a nice job of explaining the process of creating shaders (and their corresponding gl_programs). This book doesn't treat the reader like an idiot, but it also doesn't treat you like you were a designer of OpenGL; its a good compromise in the middle. The general flow of the book is having a detailed explanation of what is going on in a shader, then it shows you the code for said shader. If you're patient and willing to cross-reference the text and the code, and touch base with the underlying math where you find yourself lacking, you should come out with a better understanding of how to achieve certain effects (lighting, shadows, noise, etc.) Goodluck
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