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Graphics Shaders: Theory and Practice, Second Edition 2nd Edition

4.5 4.5 out of 5 stars 16 ratings

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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

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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
    • Customer Reviews:
      4.5 4.5 out of 5 stars 16 ratings

    About the authors

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    Customer reviews

    4.5 out of 5 stars
    16 global ratings

    Top reviews from the United States

    Reviewed in the United States on September 4, 2013
    Best book on shaders out there for beginners (and possibly intermediate shader programmers) hands down. This is a good book if you are a beginner at shaders and you need to know how to get the vertex and fragment shaders working together. You need to understand their inner workings, and this book will help you with that. Shader information is hard to understand, but this book makes the information digestable, and gives you a ton of practice using shaders. After reading the theory in this book, and doing the practice throughout the chapters and the exercises at the end of each chapter, you will at the very least feel comfortable using shaders in your applications and be able to increase your use and knowledge of shaders with ease.

    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.
    3 people found this helpful
    Report
    Reviewed in the United States on April 22, 2012
    This is a great book, and I have personally taken a few courses and worked with one of the Authors - Dr. Mike Bailey. His methods of teaching are well received by all students, and I still keep and refer back to his class notes (I am a working CG & Visualization Professional now).

    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.
    8 people found this helpful
    Report
    Reviewed in the United States on April 10, 2013
    This book did a great job of walking me through how shaders work and the math behind them. The code samples were easy to follow and allowed me to produce a variety of interesting effects.
    Reviewed in the United States on June 21, 2020
    This review is written June 21 2020
    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.
    16 people found this helpful
    Report
    Reviewed in the United States on March 28, 2010
    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 people found this helpful
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    Reviewed in the United States on October 8, 2013
    This book details very well the language GLSL.
    The use and details of shaders are very good.
    The algorithms are very well explained.
    2 people found this helpful
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    Reviewed in the United States on December 11, 2009
    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.
    2 people found this helpful
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    Reviewed in the United States on March 7, 2017
    The Books is amazing, it's a shame the website is down and can't find the resources from the website quoted on almost every chapter anywhere :(
    2 people found this helpful
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    Top reviews from other countries

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    sarahi Aguado
    5.0 out of 5 stars buen libro
    Reviewed in Mexico on April 3, 2019
    llego un poco maltratado de una esquina pero nada de que preocuparse, to shido