Shader Writing in Open Shading Language

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Author :
Publisher : CRC Press
ISBN 13 : 1040123155
Total Pages : 239 pages
Book Rating : 4.0/5 (41 download)

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Book Synopsis Shader Writing in Open Shading Language by : Mitch J. Prater

Download or read book Shader Writing in Open Shading Language written by Mitch J. Prater and published by CRC Press. This book was released on 2024-10-03 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Incorporating both historical techniques and the most recent developments in computer graphics, Shader Writing in Open Shading Language is a treatise on OSL shader writing and shader development that intends to remedy the current lack of material on this important area of technical and artistic expertise. It is for artists who wish to know more about shaders and shader writing, for programmers who want the ultimate in creative control, or for anyone in‐between. It begins by covering the entire range of independent variables upon which all shaded pattern generation is based. From that foundation, every fundamental procedural, textural, conversion, and pattern modification shader category is described with clear and practical examples. Each topic is presented in a progression of chapters that begin with the fundamentals and expand to more complex shaders illustrating more advanced techniques that build on the previously covered material. In addition, these important topics are also covered: Shader user interface design and parameter widgets Color, color models, color spaces, and color transformations 2d and 3d spaces and their transformations Texture patterns and projections Ray tracing for pattern generation Displacement and bumped shading normal generation Shader organization, building, and deployment Shader execution and debugging

Advanced RenderMan

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Author :
Publisher : Morgan Kaufmann
ISBN 13 : 9781558606180
Total Pages : 592 pages
Book Rating : 4.6/5 (61 download)

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Book Synopsis Advanced RenderMan by : Anthony A. Apodaca

Download or read book Advanced RenderMan written by Anthony A. Apodaca and published by Morgan Kaufmann. This book was released on 2000 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.

OpenGL ES 2 for Android

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Author :
Publisher : Pragmatic Bookshelf
ISBN 13 : 1680504061
Total Pages : 544 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 544 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.

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.

OpenGL Shading Language

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0321334892
Total Pages : 740 pages
Book Rating : 4.3/5 (213 download)

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Book Synopsis OpenGL Shading Language by : Randi J. Rost

Download or read book OpenGL Shading Language written by Randi J. Rost and published by Addison-Wesley Professional. This book was released on 2006 with total page 740 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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® 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® 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.

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.

Real-Time Shader Programming

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Author :
Publisher : Elsevier
ISBN 13 : 0080515908
Total Pages : 425 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 425 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

Introduction to 3D Game Programming with DirectX 9.0c

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Author :
Publisher : Jones & Bartlett Publishers
ISBN 13 : 1449623905
Total Pages : 724 pages
Book Rating : 4.4/5 (496 download)

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Book Synopsis Introduction to 3D Game Programming with DirectX 9.0c by : Frank Luna

Download or read book Introduction to 3D Game Programming with DirectX 9.0c written by Frank Luna and published by Jones & Bartlett Publishers. This book was released on 2006-06-07 with total page 724 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

OpenGL ES 3.0 Programming Guide

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0133440125
Total Pages : 570 pages
Book Rating : 4.1/5 (334 download)

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Book Synopsis OpenGL ES 3.0 Programming Guide by : Dan Ginsburg

Download or read book OpenGL ES 3.0 Programming Guide written by Dan Ginsburg and published by Addison-Wesley Professional. This book was released on 2014-02-28 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ® ES TM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.

OpenGL Programming Guide

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Author :
Publisher : Addison-Wesley
ISBN 13 : 0132748436
Total Pages : 1489 pages
Book Rating : 4.1/5 (327 download)

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Book Synopsis OpenGL Programming Guide by : Dave Shreiner

Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Addison-Wesley. This book was released on 2013-03-19 with total page 1489 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth 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

The Cg Tutorial

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 9780321194961
Total Pages : 402 pages
Book Rating : 4.1/5 (949 download)

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Book Synopsis The Cg Tutorial by : Randima Fernando

Download or read book The Cg Tutorial written by Randima Fernando and published by Addison-Wesley Professional. This book was released on 2003 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

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

OpenGL Shading Language

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Author :
Publisher : Pearson Education
ISBN 13 : 0321669223
Total Pages : 839 pages
Book Rating : 4.3/5 (216 download)

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Book Synopsis OpenGL Shading Language by : Randi J. Rost

Download or read book OpenGL Shading Language written by Randi J. Rost and published by Pearson Education. This book was released on 2009-07-13 with total page 839 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® 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® 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.

Blender Cycles: Lighting and Rendering Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1782164618
Total Pages : 376 pages
Book Rating : 4.7/5 (821 download)

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Book Synopsis Blender Cycles: Lighting and Rendering Cookbook by : Bernardo Iraci

Download or read book Blender Cycles: Lighting and Rendering Cookbook written by Bernardo Iraci and published by Packt Publishing Ltd. This book was released on 2013-12-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles’ rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.

OpenGL 4 Shading Language Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1789340667
Total Pages : 464 pages
Book Rating : 4.7/5 (893 download)

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Book Synopsis OpenGL 4 Shading Language Cookbook by : David Wolff

Download or read book OpenGL 4 Shading Language Cookbook written by David Wolff and published by Packt Publishing Ltd. This book was released on 2018-09-28 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6 Key FeaturesExplore techniques for implementing shadows using shadow maps and shadow volumesLearn to use GLSL features such as compute, geometry, and tessellation shadersUse GLSL to create a wide variety of modern, realistic visual effectsBook Description OpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them. The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders. The book 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 learnCompile, debug, and communicate with shader programsUse compute shaders for physics, animation, and general computingLearn about features such as shader storage buffer objects and image load/storeUtilize noise in shaders and learn how to use shaders in animationsUse textures for various effects including cube maps for reflection or refractionUnderstand physically based reflection models and the SPIR-V Shader binaryLearn how to create shadows using shadow maps or shadow volumesCreate particle systems that simulate smoke, fire, and other effectsWho this book is for If you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required.

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.

The Art of 3D Computer Animation and Effects

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470084901
Total Pages : 514 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis The Art of 3D Computer Animation and Effects by : Isaac V. Kerlow

Download or read book The Art of 3D Computer Animation and Effects written by Isaac V. Kerlow and published by John Wiley & Sons. This book was released on 2009-04-13 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects from creative development and preproduction to finished animation. Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented including VFX and animated feature movies, games, and TV commercials by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation. Unique focus on creative development and production issues Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration Over 700 full-color images Encyclopedic timeline and production pipelines