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Graphics Shaders: Theory and Practice, Second Edition 2nd Edition
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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 second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.
The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more.
Features of the Second Edition:
- Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language.
- More examples and more exercises
- A chapter on tessellation shaders
- An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
- A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition
The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org
- ISBN-101568814348
- ISBN-13978-1568814346
- Edition2nd
- PublisherA K Peters/CRC Press
- Publication dateNovember 8, 2011
- LanguageEnglish
- Dimensions7.9 x 1 x 9.3 inches
- Print length520 pages
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Editorial Reviews
Review
"If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders."
―Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico
"Shaders are an essential tool in today’s computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start!"
―Andrew Glassner
Praise for the First Edition:"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."
―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
"If you are one of the multitudes of OpenGL programmers wondering about how to get started with programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new edition with such a variety of interesting examples that you'll be running to your computer to begin writing your own shaders."
―Ed Angel, Chair, Board of Directors, Santa Fe Complex, Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab), Professor Emeritus of Computer Science, University of New Mexico
"Shaders are an essential tool in today’s computer graphics, from films and games to science and industry. In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is the place to start!"
―Andrew Glassner
Praise for the First Edition:"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."
―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
About the Author
Mike Bailey is a professor of computer science at Oregon State University. Dr. Bailey is a member of ACM, SIGGRAPH, IEEE, ASME. He earned a Ph.D. in computer graphics and computer aided design from Purdue University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis.
Steve Cunningham is a professor emeritus of computer science at California State University Stanislaus. A member of ACM SIGGRAPH, ACM SIGCSE, and Eurographics, he has been actively engaged in computer graphics education for many years.
Product details
- Publisher : A K Peters/CRC Press; 2nd edition (November 8, 2011)
- Language : English
- Hardcover : 520 pages
- ISBN-10 : 1568814348
- ISBN-13 : 978-1568814346
- Item Weight : 2.7 pounds
- Dimensions : 7.9 x 1 x 9.3 inches
- Best Sellers Rank: #2,356,585 in Books (See Top 100 in Books)
- #1,664 in Game Programming
- #4,983 in Computer Graphics & Design
- #6,942 in Software Design, Testing & Engineering (Books)
- Customer Reviews:
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A couple things will be handy if you want to maximize your success with this book. You should know the following,
- linear algebra (dot product, matrix concatenation, cross product, etc.)
- how to get a window that's opengl compatible ( for example with Android, extend the GLSurfaceView and implement the Renderer)
This book doesn't give you a linear algebra overview, it is raw shader theory and shader practice, just like the title says.
I already have the First edition of this book, and I am really excited to see the new and updated second edition. UNFORTUNATELY, the Amazon Product page for the second edition has a "Kindle Edition" link, which actually takes you back to the older edition. If you missed this, as I did, you will end up buying the older Kindle edition from the Second Edition page.
Fortunately, one call to Amazon, and they processed the return - so kudos to their Customer Support. But this does not negate the fact that this is still HIGHLY MISLEADING, and borderline UNETHICAL to entice customers into buying the older Kindle Edition from the Second Edition Landing page. AMAZON, are you listening ? Please rectify this error.
This book is expensive, these kind of textbooks usually are.
I was very disappointed upon receiving this book, to learn that the openGL software code was limited to windows only pcs, as the openGL settings only run in the author's proprietary software glman, a windows only program. I was further disappointed to learn that glman does not run on windows 10, after following installation instructions on the book's website. I've written both authors and have not received any reply.
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.
The use and details of shaders are very good.
The algorithms are very well explained.
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.


