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Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. … Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. … The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. … Highly recommended. [Appropriate for] graduate students through professionals/practitioners in computer graphics.
—C. Tappert, CHOICE, December 2009
… a pick for any college-level, advanced computer library catering to programming professionals. … discusses different types of shaders, how to use the glman program for free, and how to blend shaders into an interactive game environment. Libraries will find it a powerful, appealing lend for intermediate programmers seeking extra spice for their projects.
—Midwest Book Review, August 2009
Steve Cunningham is Professor Emeritus in Computer Science, California State University Stanislaus. He has served as ACM SIGGRAPH President and has been a member of the Eurographics Executive Board and the ACM SIGCSE Executive Committee. He has authored, co-authored, or co-edited seven books, mostly on computer graphics related topics, including a recent textbook for a beginning computer graphics course.
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Most Helpful Customer Reviews
3 of 3 people found the following review helpful:
4.0 out of 5 stars
Very condensed knowledge,
By
Amazon Verified Purchase(What's this?)
This review is from: Graphics Shaders: Theory and Practice (Hardcover)
Actually I wasn't really into this book initially, and started to read it again after I finished the orange book of Opengl where I found the introduction material for GSLS is relative easy to digest. However once I started to play with shader, this book rocks, since it talks about pretty much most of the common and useful shader including scientific visualization (which is a plus for me). The math is dry but solid, as long as you know what he's talking about, the source code is very straight forward to follow. If you use Windows, the book has a build-in application to setup shader in seconds.
All in all, this serves me as a very good reference book, it contains very condensed information, just don't expect to read it from cover to back.
4 of 5 people found the following review helpful:
2.0 out of 5 stars
Too much theory, not enough practice,
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This review is from: Graphics Shaders: Theory and Practice (Hardcover)
I haven't read the book too thoroughly yet, but so far it seems that while the book is decent at introducing the theory behind graphics shaders, it does a terrible job of teaching one how to write them. For example, the book will mention that there is a built-in variable that can be used to access a piece of information, but it won't bother to tell the reader what the name of the variable is! Combine that with a terrible index, and the book isn't very valuable to someone who actually wants to learn to write shaders. All that said, it's difficult to find good information on shaders on the Internet, so maybe it's worth having this book around if you can get a copy for cheap.
1 of 2 people found the following review helpful:
4.0 out of 5 stars
Good Paragon among Shader Books,
By Chun-hyok Chong "Chunhyok" (Korea, South) - See all my reviews
Amazon Verified Purchase(What's this?)
This review is from: Graphics Shaders: Theory and Practice (Hardcover)
Most books on shaders have tendency to omit why the codes are so, they don't deal with the basis or theory of shader codes, in a short, too much practical.
This book explains the theories and the structures of codes for each topic well. But the entire materials it handles are not enough to develop real game or simulator, I think it is good paragon for the educational sake.
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