|
|
|
|
LEADER |
00000cam a2200000 4500 |
001 |
EBOOKCENTRAL_ocn867317373 |
003 |
OCoLC |
005 |
20240329122006.0 |
006 |
m o d |
007 |
cr |n||||||||| |
008 |
140104s2013 enk o 000 0 eng d |
040 |
|
|
|a EBLCP
|b eng
|e pn
|c EBLCP
|d E7B
|d YDXCP
|d S4S
|d OCLCQ
|d N$T
|d OCLCA
|d OCLCF
|d OCLCQ
|d COO
|d OCLCQ
|d AGLDB
|d ICA
|d MOR
|d PIFAG
|d ZCU
|d MERUC
|d OCLCQ
|d LND
|d U3W
|d D6H
|d STF
|d OCLCQ
|d VTS
|d NRAMU
|d ICG
|d INT
|d VT2
|d OCLCQ
|d G3B
|d TKN
|d OCLCQ
|d DKC
|d AU@
|d OCLCQ
|d OCLCA
|d OCLCQ
|d OCLCO
|d QGK
|d OCLCQ
|d OCLCO
|d OCLCL
|
019 |
|
|
|a 961555687
|a 962563788
|a 1013904327
|a 1259273090
|a 1264865294
|
020 |
|
|
|a 9781782167037
|q (electronic bk.)
|
020 |
|
|
|a 178216703X
|q (electronic bk.)
|
020 |
|
|
|a 9781782167020
|
020 |
|
|
|a 1782167021
|
029 |
1 |
|
|a DEBBG
|b BV044063828
|
029 |
1 |
|
|a DEBSZ
|b 493135979
|
029 |
1 |
|
|a NZ1
|b 15912170
|
035 |
|
|
|a (OCoLC)867317373
|z (OCoLC)961555687
|z (OCoLC)962563788
|z (OCoLC)1013904327
|z (OCoLC)1259273090
|z (OCoLC)1264865294
|
050 |
|
4 |
|a T385
|
072 |
|
7 |
|a COM
|x 000000
|2 bisacsh
|
082 |
0 |
4 |
|a 006.6/6
|a 006.6/8
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Wolff, David.
|
245 |
1 |
0 |
|a OpenGL 4 Shading Language Cookbook.
|
250 |
|
|
|a 2nd ed.
|
260 |
|
|
|a Birmingham :
|b Packt Publishing,
|c 2013.
|
300 |
|
|
|a 1 online resource (394 pages)
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
505 |
0 |
|
|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started With GLSL; Introduction; Using a function loader to access the latest OpenGL functionality; Using GLM for mathematics; Determining the GLSL and OpenGL version; Compiling a shader; Sending data to a shader using vertex attributes and vertex buffer objects; Getting a list of active vertex input attributes and locations; Sending data to a shader using uniform variables; Getting a list of active uniform variables.
|
505 |
8 |
|
|a Using uniform blocks and uniform buffer objectsGetting debug messages; Building a C++ shader program class; Chapter 2: The Basics of GLSL Shaders; Introduction; Implementing diffuse, per-vertex shading with a single point light source; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Using functions in shaders; Implementing two-sided shading; Implementing flat shading; Using subroutines to select shader functionality; Discarding fragments to create a perforated look; Chapter 3: Lighting, Shading, and Optimization; Introduction; Shading with multiple positional lights.
|
505 |
8 |
|
|a Shading with a directional light sourceUsing per-fragment shading for improved realism; Using the halfway vector for improved performance; Simulating a spotlight; Creating a cartoon shading effect; Simulating fog; Configuring the depth test; Chapter 4: Using Textures; Introduction; Applying a 2D texture; Applying multiple textures; Using alpha maps to discard pixels; Using normal maps; Simulating reflection with cube maps; Simulating refraction with cube maps; Applying a projected texture; Rendering to a texture; Using sampler objects; Chapter 5: Image Processing and Screen Space Techniques.
|
505 |
8 |
|
|a IntroductionApplying an edge detection filter; Applying a Gaussian blur filter; Implementing HDR lighting with tone mapping; Creating a bloom effect; Using gamma correction to improve image quality; Using multisample anti-aliasing; Using deferred shading; Implementing order-independent transparency; Chapter 6: Using Geometry and Tessellation Shaders; Introduction; Point sprites with the geometry shader; Drawing a wireframe on top of a shaded mesh; Drawing silhouette lines using the geometry shader; Tessellating a curve; Tessellating a 2D quad; Tessellating a 3D surface.
|
505 |
8 |
|
|a Tessellating based on depthChapter 7: Shadows; Introduction; Rendering shadows with shadow maps; Anti-aliasing shadow edges with PCF; Creating soft shadow edges with random sampling; Creating shadows using shadow volumes and the geometry shader; Chapter 8: Using Noise in Shaders; Introduction; Creating a noise texture using GLM; Creating a seamless noise texture; Creating a cloud-like effect; Creating a wood-grain effect; Creating a disintegration effect; Creating a paint-spatter effect; Creating a night-vision effect; Chapter 9: Particle Systems and Animation; Introduction.
|
500 |
|
|
|a Animating a surface with vertex displacement.
|
520 |
|
|
|a OpenGL Shading Language 4 Cookbook is a hands-on guide that gets straight to the point - actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using the latest GLSL specification. This book is for OpenGL programmers looking to use the modern features of GLSL 4 to create real-time, three-dimensional graphics. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programme.
|
588 |
0 |
|
|a Print version record.
|
546 |
|
|
|a English.
|
590 |
|
|
|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
590 |
|
|
|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Rendering (Computer graphics)
|
650 |
|
2 |
|a Computer Graphics
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Rendu (Infographie)
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Rendering (Computer graphics)
|2 fast
|
758 |
|
|
|i has work:
|a OpenGL 4 shading language cookbook (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGWgj4mghRmxbKjyhkWtw3
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Wolff, David.
|t OpenGL 4 Shading Language Cookbook.
|d Birmingham : Packt Publishing, ©2013
|z 9781782167020
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1441782
|z Texto completo
|
936 |
|
|
|a BATCHLOAD
|
938 |
|
|
|a ProQuest Ebook Central
|b EBLB
|n EBL1441782
|
938 |
|
|
|a ebrary
|b EBRY
|n ebr10825541
|
938 |
|
|
|a EBSCOhost
|b EBSC
|n 679988
|
938 |
|
|
|a YBP Library Services
|b YANK
|n 11465206
|
994 |
|
|
|a 92
|b IZTAP
|