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OpenGL 4 shading language cookbook / David Wolff.

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Format:
Book
Author/Creator:
Wolff, David.
Language:
English
Subjects (All):
Computer graphics.
Rendering (Computer graphics).
Physical Description:
1 online resource (394 pages) : illustrations
Edition:
Second edition.
Place of Publication:
Birmingham : Packt Publishing, 2013.
Language Note:
English
Biography/History:
Wolff David: David Wolff is a professor in the computer science department at Pacific Lutheran University (PLU). He received a PhD in Physics and an MS in computer science from Oregon State University. He has been teaching computer graphics to undergraduates at PLU for over 17 years, using OpenGL.
Summary:
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.
Contents:
Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Getting Started With GLSL
Introduction
Using a function loader to access the latest OpenGL functionality
Using GLM for mathematics
Determining the GLSL and OpenGL version
Compiling a shader
Sending data to a shader using vertex attributes and vertex buffer objects
Getting a list of active vertex input attributes and locations
Sending data to a shader using uniform variables
Getting a list of active uniform variables
Using uniform blocks and uniform buffer objects
Getting debug messages
Building a C++ shader program class
Chapter 2: The Basics of GLSL Shaders
Implementing diffuse, per-vertex shading with a single point light source
Implementing per-vertex ambient, diffuse, and specular (ADS) shading
Using functions in shaders
Implementing two-sided shading
Implementing flat shading
Using subroutines to select shader functionality
Discarding fragments to create a perforated look
Chapter 3: Lighting, Shading, and Optimization
Shading with multiple positional lights
Shading with a directional light source
Using per-fragment shading for improved realism
Using the halfway vector for improved performance
Simulating a spotlight
Creating a cartoon shading effect
Simulating fog
Configuring the depth test
Chapter 4: Using Textures
Applying a 2D texture
Applying multiple textures
Using alpha maps to discard pixels
Using normal maps
Simulating reflection with cube maps
Simulating refraction with cube maps
Applying a projected texture
Rendering to a texture
Using sampler objects
Chapter 5: Image Processing and Screen Space Techniques
Introduction.
Applying an edge detection filter
Applying a Gaussian blur filter
Implementing HDR lighting with tone mapping
Creating a bloom effect
Using gamma correction to improve image quality
Using multisample anti-aliasing
Using deferred shading
Implementing order-independent transparency
Chapter 6: Using Geometry and Tessellation Shaders
Point sprites with the geometry shader
Drawing a wireframe on top of a shaded mesh
Drawing silhouette lines using the geometry shader
Tessellating a curve
Tessellating a 2D quad
Tessellating a 3D surface
Tessellating based on depth
Chapter 7: Shadows
Rendering shadows with shadow maps
Anti-aliasing shadow edges with PCF
Creating soft shadow edges with random sampling
Creating shadows using shadow volumes and the geometry shader
Chapter 8: Using Noise in Shaders
Creating a noise texture using GLM
Creating a seamless noise texture
Creating a cloud-like effect
Creating a wood-grain effect
Creating a disintegration effect
Creating a paint-spatter effect
Creating a night-vision effect
Chapter 9: Particle Systems and Animation
Animating a surface with vertex displacement
Creating a particle fountain
Creating a particle system using transform feedback
Creating a particle system using instanced particles
Simulating fire with particles
Simulating smoke with particles
Chapter 10: Using Compute Shaders
Implementing a particle simulation with the compute shader
Using the compute shader for cloth simulation
Implementing an edge detection filter with the compute shader
Creating a fractal texture using the compute shader
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed January 19, 2014).
ISBN:
9781782167037
178216703X
OCLC:
867317373

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