2nd Edition

Graphics Shaders Theory and Practice, Second Edition

By Mike Bailey, Steve Cunningham Copyright 2012
    520 Pages
    by A K Peters/CRC Press

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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

    The Fixed-Function Graphics Pipeline
    The Traditional View
    How the Traditional View Is Implemented
    Vertex Arrays

    OpenGL Shader Evolution
    History of Shaders
    OpenGL Shader History
    OpenGL ES
    How Can You Respond to These Changes?
    Our Approach in This Book

    Fundamental Shader Concepts
    Shaders in the Graphics Pipeline
    The GLSL Shading Language
    Passing Data from Your Application into Shaders

    Using glman
    Using glman
    GLIB Scene Creation
    More on Textures and Noise
    Functions in the glman Interface Window

    The GLSL Shader Language
    Factors that Shape Shader Languages
    General GLSL Language Concepts
    Language Details
    Compatibility Mode

    The ADS Lighting Model
    Types of Lights
    Setting Up Lighting for Shading

    Vertex Shaders
    Vertex Shaders in the Graphics Pipeline
    Replacing Fixed-Function Graphics with Vertex Shaders
    Going beyond the Fixed-Function Pipeline with Vertex Shaders
    Vertex Modification
    Issues in Vertex Shaders

    Fragment Shaders and Surface Appearance
    Basic Function of a Fragment Shader
    Fragment Shader Processing
    Replacing Fixed-Function Processing with Fragment Shaders
    What Follows a Fragment Shader?
    Additional Shader Effects

    Surface Textures in the Fragment Shader
    Texture Coordinates
    Traditional Texture Mapping
    GLSL Texture Mapping
    Render to Texture
    Render to Texture for Multipass Rendering in glman

    Fundamental Noise Concepts
    Other Noise Concepts
    Some Examples of Noise in Different Environments
    Advanced Noise Topics
    Using Noisegraph

    Image Manipulation with Shaders
    Basic Concepts
    Single-Image Manipulation
    The Image Blending Process
    Blending an Image with a Constant Base Image
    Blending an Image with a Version of Itself
    Blending Two Different Images

    Geometry Shader Concepts and Examples
    What Does the Geometry Shader Do?
    Normals in Geometry Shaders

    Tessellation Shaders
    What Are Tessellation Shaders?
    Tessellation Shader Concepts

    The GLSL API
    Shaders in the OpenGL Programming Process
    How Is a GLSL Shader Program Created?
    Creating and Compiling Shader Objects
    Creating, Attaching, Linking, and Activating Shader Programs
    Passing Data into Shaders

    Using Shaders for Scientific Visualization
    Image-Based Visualization Techniques
    Hyperbolic Geometry
    3D Scalar Data Visualization
    More on Transfer Functions
    Passing in Data Values with Your Geometry
    Terrain Bump-Mapping
    Flow Visualization
    Geometry Visualization

    Serious Fun
    Light Interference
    Lens Effects
    Bathroom Glass
    Atmospheric Effects
    Fun with One
    Using the glman Timer Function
    Disco Ball
    Fog, with and without Noise
    Morphing 3D Geometry
    Algorithmic Art
    Making Information Visible through Motion
    An Explosion Shader




    Exercises appear at the end of each chapter.


    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.

    "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