Product Description
Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation.
Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language.
This book introduces Sh and describes how to program a GPU (graphics processing unit) using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day!
About the Author
Michael McCool graduated in 1989 from the University of Waterloo with a B.A.Sc. in Computer Engineering and a Mathematics Option. He completed his M.Sc. and Ph.D. in 1991 and 1995, respectively, with the Dynamic Graphics Project at the Dept. of Computer Science, University of Toronto. Currently he is an associate professor in the Computer Graphics Lab within the Dept. of Computer Science at the University of Waterloo. He is co-author of the book Real-Time Shading (2002). Stefanus Du Toit is a graduate student under the supervision of Michael McCool at the University of Waterloo, where he also obtained a B.Math. CS. His research interests include computer graphics, programming languages, and compilers. He is responsible for the current implementation of the Sh Metaprogramming Language and continues to contribute to its implementation, design, and documentation.