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 Features Explore techniques for implementing
shadows using shadow maps and shadow volumes Learn to use GLSL
features such as compute, geometry, and tessellation shaders Use GLSL
to create a wide variety of modern, realistic visual effects Book
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 learn Compile, debug, and communicate with shader programs
Use compute shaders for physics, animation, and general computing
Learn about features such as shader storage buffer objects and image
load/store Utilize noise in shaders and learn how to use shaders in
animations Use textures for various effects including cube maps for
reflection or refraction Understand physically based reflection models
and the SPIR-V Shader binary Learn how to create shadows using shadow
maps or shadow volumes Create particle systems that simulate smoke,
fire, and other effects Who 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.
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Produktdetaljer
ISBN
9781789340662
Publisert
2018
Utgave
3. utgave
Utgiver
Vendor
Packt Publishing
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter