OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V
Autor Dave Shreiner, Graham Sellers, John Kessenichen Limba Engleză Paperback – 6 oct 2016
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Specificații
ISBN-10: 0134495497
Pagini: 976
Dimensiuni: 177 x 233 x 63 mm
Greutate: 1.45 kg
Ediția:9. Auflage
Editura: Pearson Education (US)
Descriere
>" OpenGL(r) Programming Guide, Ninth Edition, " provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance "
Notă biografică
Graham Sellers, AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.
Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he's worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author for almost ten years on several Addison-Wesley publications relating to computer graphics.
Cuprins
- Chapter 1: Introduction to OpenGL
- Chapter 2: Shader Fundamentals
- Chapter 3: Drawing with OpenGL
- Chapter 4: Color, Pixels, and Fragments
- Chapter 5: Viewing Transformations, Culling, Clipping, and Feedback
- Chapter 6: Textures and Framebuffers
- Chapter 7: Light and Shadow
- Chapter 8: Procedural Texturing
- Chapter 9: Tessellation Shaders
- Chapter 10: Geometry Shaders
- Chapter 11: Memory
- Chapter 12: Compute Shaders
- Appendix A: Support Libraries
- Appendix B: OpenGL ES and WebGL
- Appendix C: Built-in GLSL Variables and Functions
- Appendix D: State Variables
- Appendix E: Homogeneous Coordinates and Transformation Matrices
- Appendix F: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- Appendix G: Debugging and Profiling OpenGL
- Appendix H: Buffer Object Layouts