Graphics Shaders

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Author :
Publisher : CRC Press
ISBN 13 : 1439894116
Total Pages : 416 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis Graphics Shaders by : Mike Bailey

Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2012-05-22 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.

Graphics Shaders

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Author :
Publisher : CRC Press
ISBN 13 : 1439867755
Total Pages : 516 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis Graphics Shaders by : Mike Bailey

Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2016-04-19 with total page 516 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec

Real-Time Shader Programming

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Author :
Publisher : Elsevier
ISBN 13 : 0080515908
Total Pages : 424 pages
Book Rating : 4.0/5 (85 download)

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Book Synopsis Real-Time Shader Programming by : Ron Fosner

Download or read book Real-Time Shader Programming written by Ron Fosner and published by Elsevier. This book was released on 2003-01-10 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics

Rust wgpu and Compute Shaders for Real-Time Graphics

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Author :
Publisher : UniCAD
ISBN 13 :
Total Pages : 140 pages
Book Rating : 4./5 ( download)

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Book Synopsis Rust wgpu and Compute Shaders for Real-Time Graphics by : Jack Xu

Download or read book Rust wgpu and Compute Shaders for Real-Time Graphics written by Jack Xu and published by UniCAD. This book was released on 101-01-01 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rust wgpu and Compute Shaders for Real-Time Graphics – A Practical Guide to GPU Acceleration in Rust Unleash the limitless potential of next-generation Rust graphics development with wgpu and compute shaders. wgpu, a cutting-edge graphics API, is transforming the Rust-app landscape. It offers an array of features that surpass OpenGL, including compute shaders and storage buffers. These innovations unlock new horizons for crafting ultra-responsive, high-performance Rust-app experiences, ideal for real-time data visualization, scientific simulations, machine learning, video games, and more. This eBook is your definitive guide to mastering wgpu and compute shaders. It starts by covering the basics of wgpu, including shaders, buffers, and pipelines. Then, it dives into the more advanced topics of compute shaders and storage buffers. Finally, it provides real-world examples of how to use wgpu and compute shaders to create stunning real-time graphics. What you'll learn: · The basics of wgpu and Compute Shaders. · How to use compute shaders to render simple 3D surfaces. · How to use compute shaders to render parametric 3D surfaces. · How to use compute shaders to render 3D super shapes. · How to use storage buffers to store large amounts of data on the GPU. Who this book is for: · Rust app developers eager to elevate their proficiency in crafting high-performance graphics. · Graphics enthusiasts keen to explore the latest real-time graphics technologies. · Tech explorers who want to be at the forefront of Rust app development innovation. Empower your journey in Rust graphics: Rust wgpu and Compute Shaders for Real-Time Graphics is your passport to shaping the future of Rust 3D graphics. Whether you're a application developer, a graphics enthusiast, a game developer, or a tech explorer, this eBook is the perfect resource for you. Order your copy today and start creating stunning real-time graphics like never before!

WebGPU and Compute Shaders for Real-Time Graphics

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Author :
Publisher : UniCAD
ISBN 13 :
Total Pages : 126 pages
Book Rating : 4./5 ( download)

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Book Synopsis WebGPU and Compute Shaders for Real-Time Graphics by : Jack Xu

Download or read book WebGPU and Compute Shaders for Real-Time Graphics written by Jack Xu and published by UniCAD. This book was released on 101-01-01 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU and Compute Shaders for Real-Time Graphics – A Practical Guide to Web-Based GPU Acceleration Unleash the limitless potential of next-generation web graphics development with WebGPU and compute shaders. WebGPU, a cutting-edge graphics API, is transforming the web landscape. It offers an array of features that surpass WebGL, including compute shaders and storage buffers. These innovations unlock new horizons for crafting ultra-responsive, high-performance web experiences, ideal for real-time data visualization, scientific simulations, machine learning, web games, and more. This eBook is your definitive guide to mastering WebGPU and compute shaders. It starts by covering the basics of WebGPU, including shaders, buffers, and pipelines. Then, it dives into the more advanced topics of compute shaders and storage buffers. Finally, it provides real-world examples of how to use WebGPU and compute shaders to create stunning real-time web graphics. What you'll learn: · The basics of WebGPU and Compute Shaders. · How to use compute shaders to render simple 3D surfaces. · How to use compute shaders to render Parametric 3D surfaces. · How to use compute shaders to render 3D super shapes. · How to use storage buffers to store large amounts of data on the GPU. Who this book is for: · Web developers eager to elevate their proficiency in crafting high-performance web graphics. · Graphics enthusiasts keen to explore the latest real-time graphics technologies. · Tech explorers who want to be at the forefront of web development innovation. Empower your journey in web graphics: WebGPU and Compute Shaders for Real-Time Graphics is your passport to shaping the future of web-based 3D graphics. Whether you're a web developer, a graphics enthusiast, a game developer, or a tech explorer, this eBook is the perfect resource for you. Order your copy today and start creating stunning real-time web graphics like never before!

Programming Vertex and Pixel Shaders

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Author :
Publisher : Delmar Thomson Learning
ISBN 13 : 9781584503491
Total Pages : 413 pages
Book Rating : 4.5/5 (34 download)

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Book Synopsis Programming Vertex and Pixel Shaders by : Wolfgang F. Engel

Download or read book Programming Vertex and Pixel Shaders written by Wolfgang F. Engel and published by Delmar Thomson Learning. This book was released on 2004 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)

OpenGL ES 2 for Android

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Author :
Publisher : Pragmatic Bookshelf
ISBN 13 : 1680504061
Total Pages : 518 pages
Book Rating : 4.6/5 (85 download)

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Book Synopsis OpenGL ES 2 for Android by : Kevin Brothaler

Download or read book OpenGL ES 2 for Android written by Kevin Brothaler and published by Pragmatic Bookshelf. This book was released on 2013-06-26 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you. This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more. Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market. OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.

Interactive Computer Graphics

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Author :
Publisher : Addison Wesley
ISBN 13 :
Total Pages : 680 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Interactive Computer Graphics by : Edward Angel

Download or read book Interactive Computer Graphics written by Edward Angel and published by Addison Wesley. This book was released on 2000 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics systems and models. Graphics programming. Input and interaction. Geometric objects and transformations. Viewing, shading. Implementation of a renderer. Hierarchical and object-oriented graphics ...

Graphics Shaders, Third Edition

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Author :
Publisher : CRC Press
ISBN 13 : 9781466587427
Total Pages : 512 pages
Book Rating : 4.5/5 (874 download)

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Book Synopsis Graphics Shaders, Third Edition by : Mike Bailey

Download or read book Graphics Shaders, Third Edition written by Mike Bailey and published by CRC Press. This book was released on 2014-08-15 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intended for a second course in computer graphics at the advanced undergraduate and graduate levels, this highly praised text introduces general shader programming with a focus on the Open GL shading language. It teaches how to write programmable shaders while reinforcing the fundamentals of computer graphics. This third edition incorporates changes in the OpenGL API (versions 4.2 and 4.3) and contains five new chapters that cover major new enhancements by the OpenGL standards group, including storage buffer objects, compute shaders, OpenGL ES, and WebGL.

Practical Shader Development

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Author :
Publisher : Apress
ISBN 13 : 1484244575
Total Pages : 391 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Practical Shader Development by : Kyle Halladay

Download or read book Practical Shader Development written by Kyle Halladay and published by Apress. This book was released on 2019-04-10 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: It’s time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll LearnUnderstand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.

Computer Organization and Design

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Author :
Publisher : Elsevier
ISBN 13 : 0080886132
Total Pages : 914 pages
Book Rating : 4.0/5 (88 download)

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Book Synopsis Computer Organization and Design by : David A. Patterson

Download or read book Computer Organization and Design written by David A. Patterson and published by Elsevier. This book was released on 2011-10-13 with total page 914 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Organization and Design, Fourth Edition, has been updated with new exercises and improvements throughout suggested by instructors teaching from the book. It covers the revolutionary change from sequential to parallel computing, with a chapter on parallelism and sections in every chapter highlighting parallel hardware and software topics. It includes an appendix by the Chief Scientist and the Director of Architecture of NVIDIA covering the emergence and importance of the modern GPU, describing in detail for the first time the highly parallel, highly multithreaded multiprocessor optimized for visual computing. A companion CD provides a toolkit of simulators and compilers along with tutorials for using them, as well as advanced content for further study and a search utility for finding content on the CD and in the printed text. For the convenience of readers who have purchased an ebook edition or who may have misplaced the CD-ROM, all CD content is available as a download at bit.ly/nFXcLq. This book is recommended for professional digital system designers, programmers, application developers, and system software developers; and undergraduate students in Computer Science, Computer Engineering and Electrical Engineering courses in Computer Organization, Computer Design, ranging from Sophomore required courses to Senior Electives. This Revised Fourth Edition of Computer Organization and Design has been updated with new exercises and improvements throughout suggested by instructors teaching from the book Covers the revolutionary change from sequential to parallel computing, with a chapter on parallelism and sections in every chapter highlighting parallel hardware and software topics Includes an appendix by the Chief Scientist and the Director of Architecture of NVIDIA covering the emergence and importance of the modern GPU, describing in detail for the first time the highly parallel, highly multithreaded multiprocessor optimized for visual computing

Practical WebGPU Graphics

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Author :
Publisher : UniCAD
ISBN 13 :
Total Pages : 445 pages
Book Rating : 4.7/5 (25 download)

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Book Synopsis Practical WebGPU Graphics by : Jack Xu

Download or read book Practical WebGPU Graphics written by Jack Xu and published by UniCAD. This book was released on 2021-06-11 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.

GLSL Essentials

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1849698015
Total Pages : 157 pages
Book Rating : 4.8/5 (496 download)

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Book Synopsis GLSL Essentials by : Jacobo Rodríguez

Download or read book GLSL Essentials written by Jacobo Rodríguez and published by Packt Publishing Ltd. This book was released on 2013-12-26 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications. If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know.

Computer Graphics Programming in OpenGL with C++

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Author :
Publisher : Mercury Learning and Information
ISBN 13 : 1683926706
Total Pages : 641 pages
Book Rating : 4.6/5 (839 download)

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Book Synopsis Computer Graphics Programming in OpenGL with C++ by : V. Scott Gordon

Download or read book Computer Graphics Programming in OpenGL with C++ written by V. Scott Gordon and published by Mercury Learning and Information. This book was released on 2020-12-09 with total page 641 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].

HLSL and Pixel Shaders for XAML Developers

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449325017
Total Pages : 203 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis HLSL and Pixel Shaders for XAML Developers by : Walt Ritscher

Download or read book HLSL and Pixel Shaders for XAML Developers written by Walt Ritscher and published by "O'Reilly Media, Inc.". This book was released on 2012-07-03 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pixel shaders are some of the more powerful graphic tools available for XAML programmers, but shader development bears little resemblance to traditional .NET programming. With this hands-on book, you’ll not only discover how to use existing shaders in your Windows Presentation Foundation (WPF) and Silverlight applications, you’ll also learn how create your own effects with XAML and Microsoft’s HLSL shading language. In the process, you’ll write, compile, and test custom XAML shaders with the Shazzam Shader Editor, a free utility developed by author Walt Ritscher. The book includes XAML and C# sample code, and Shazzam contains all of the sample shaders discussed. Learn how shaders help you extend the GPU’s rendering capabilities Explore prevailing shader types, such as color modification, blurring, and spatial transformation Get a quick tour of the shader features, and use pre-built effects on image elements in your application Examine the XAML ShaderEffect class to understand how WPF and Silverlight use shaders Learn about the shader-specific tools available in Visual Studio and Expression Blend Get up to speed on HLSL basics and learn how to create a variety of graphics effects

Computer Vision, Imaging and Computer Graphics - Theory and Applications

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Author :
Publisher : Springer
ISBN 13 : 3319251171
Total Pages : 301 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Computer Vision, Imaging and Computer Graphics - Theory and Applications by : Sebastiano Battiato

Download or read book Computer Vision, Imaging and Computer Graphics - Theory and Applications written by Sebastiano Battiato and published by Springer. This book was released on 2016-01-06 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the International Conference, VISIGRAPP 2014, consisting of the Joint Conferences on Computer Vision (VISAPP), the International Conference on Computer Graphics, GRAPP 2014 and the International Conference on Information Visualization, IVAPP 2014, held in Lisbon, Portugal, in January 2014. The 22 revised full papers presented were carefully reviewed and selected from 543 submissions. The papers are organized in topical sections on computer graphics theory and applications; information visualization – theory and applications; computer vision theory and applications.

WebGL Programming Guide

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Author :
Publisher : Addison-Wesley
ISBN 13 : 0133364925
Total Pages : 547 pages
Book Rating : 4.1/5 (333 download)

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Book Synopsis WebGL Programming Guide by : Kouichi Matsuda

Download or read book WebGL Programming Guide written by Kouichi Matsuda and published by Addison-Wesley. This book was released on 2013-07-04 with total page 547 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL. You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects. Coverage includes: • WebGL’s origin, core concepts, features, advantages, and integration with other web standards • How and basic WebGL functions work together to deliver 3D graphics • Shader development with OpenGL ES Shading Language (GLSL ES) • 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective • Achieving greater realism through lighting and hierarchical objects • Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more • Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.