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Rodríguez - GLSL essentials: enrich your 3D scenes with the power of GLSL!

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Rodríguez GLSL essentials: enrich your 3D scenes with the power of GLSL!
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GLSL essentials: enrich your 3D scenes with the power of GLSL!: summary, description and annotation

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If youre involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

Overview

  • Learn about shaders in a step-by-step, interactive manner
  • Create stunning visual effects using vertex and fragment shaders
  • Simplify your CPU code and improve your overall performance with instanced drawing through the use of geometry shaders

In Detail

Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language.With GLSL you can execute code on your GPU (aka graphics card). More sophisticated effects can be achieved with this technique.
Therefore, knowing how OpenGL works and how each shader type interacts with each other, as well as how they are integrated into the system, is imperative for graphic programmers. This knowledge is crucial in order to be familiar with the mechanisms for rendering 3D objects.

GLSL Essentials is the only book on the market that teaches you about shaders from the very beginning. It shows you how graphics programming has evolved, in order to understand why you need each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how they interact with the application assets at each stage.

This book will take you through the graphics pipeline and will describe each section in an interactive and clear way. You will learn how the OpenGL state machine works and all its relevant stages. Vertex shaders, fragment shaders, and geometry shaders will be covered, as well some use cases and an introduction to the math needed for lighting algorithms or transforms. Generic GPU programming (GPGPU) will also be covered.

After reading GLSL Essentials you will be ready to generate any rendering effect you need.

What you will learn from this book

  • Use vertex shaders to dynamically displace or deform a mesh on the fly
  • Colorize your pixels unleashing the power of fragment shaders
  • Learn the basics of the Phong Illumination model to add emphasis to your scenes
  • Combine textures to make your scene more realistic
  • Save CPU and GPU cycles by performing instanced drawing
  • Save bandwidth by generating geometry on the fly
  • Learn about GPU Generic programming concepts
  • Convert algorithms from CPU to GPU to increase performance

Approach

This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications.

Who this book is written for

If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know.

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GLSL Essentials

GLSL Essentials

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2013

Production Reference: 1181213

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-800-9

www.packtpub.com

Cover Image by Jacobo Rodrguez Villar (<>)

Credits

Author

Jacobo Rodrguez

Reviewers

Dimitrios Christopoulos

Toni Asc Gonzlez

Oscar Ripolles

Acquisition Editors

Antony Lowe

Rebecca Pedley

Commissioning Editors

Subho Gupta

Priyanka Shah

Sharvari Tawde

Technical Editors

Venu Manthena

Gaurav Thingalaya

Project Coordinator

Amey Sawant

Proofreaders

Maria Gould

Paul Hindle

Indexer

Priya Subramani

Graphics

Ronak Dhruv

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

Jacobo Rodrguez is a real-time computer graphics programmer living in the north of Spain. He has working experience with computer graphics, digital photogrammetry, computer vision, and video game development. Jacobo has worked for cutting-edge technology companies such as Metria Digital and Blit Software, and has also worked as an entrepreneur and freelancer for a variety of clients of platforms such as PC, iOS, PlayStation 3, PlayStation Vita, and PlayStation Portable. Jacobo has been working and learning at the same time for the last 20 years in the computer graphics field in roles ranging from junior programmer to project manager, passing through R&D director as well. Jacobo has always been very committed to the computer graphics community, having released for free the OpenGL Shader Designer: the first application in the world (even before NVIDIA with FX Composer or ATI with RenderMonkey) designed to visually develop and program GLSL shaders, as well as some OpenGL programming tutorials, all forming part of the Official OpenGL SDK.

I would like to thank my family for supporting me in those late nights and weekend writing sessions. I would also like to thank Toni Asc Emilio, Jos Dominguez, and Iaki Griego, for their invaluable support and resources during the production of this book.

About the Reviewers

Dimitrios Christopoulos studied Computer Engineering and Informatics and holds a Master of Science degree in Virtual Reality and Computer Graphics. He has 16+ years of experience in 3D computer graphics with a strong specialty in C/C++/OpenGL and Linux. Dimi has worked for European Union research projects, Indie game productions, and museums producing games, educational applications, and cultural heritage productions for desktops and virtual reality installations such as Domes, Caves, Reality Centers, and Powerwalls. His research interests include virtual reality, human computer interaction, computer graphics, and games, with numerous publications in relevant conferences and journals. Dimitrios has been an author of the book More OpenGL Programming , Course Technology PTR , and has contributed to OpenGL Programming , Prima Tech , and has been a reviewer for OpenGL Development Cookbook , Packt Publishing .

I would like to thank my wife Giota for being supportive during my late night reviewing sessions.

Toni Asc Gonzlez holds a Master's degree in Computer Science specializing in real-time graphics and OpenGL. For the past 16 years, he has been programming graphics applications from virtual reality to video games. He founded a virtual reality company in Barcelona, and dedicated eight years to develop a state-of-the-art, real-time software for architectural visualization. After that experience, he moved to Bravo Game Studios and developed video games for mobile platforms and portable consoles. Currently, he applies his experience in 3D and real-time graphics in the virtual gambling field.

I would like to thank my other half, Chu, for her patience, love, and care. Life would be uninteresting and void without you at my side. Of course, thanks to my mother and my brother for being my foundation and supporting my love for computers since I was nine. I would also like to thank all of the mentors and colleagues who have been with me over all these years. Bernat Muoz, Alex Novell, and Marc Mart from Insideo for all those wonderful years experimenting with new techniques. Also, Alberto Garca-Baquero, Benjamn de la Fuente, and Miguel Guilln, who have shown me new and amazing ways of doing things, and given me new perspectives on product development. Finally, a special mention to Jacobo Rodriguez Villar; without him, I wouldn't be where I am.

Oscar Ripolles received his degree in Computer Engineering in 2004 and his Ph.D. in 2009 at the Universitat Jaume I in Castellon (Spain). He has also been a researcher at the Universit de Limoges (France) and at the Universidad Politecnica de Valencia (Spain). He is currently woking in neuroimaging at Neuroelectrics in Barcelona (Spain). His research interests include multiresolution modeling, geometry optimization, hardware programming, and medical imaging.

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