Graphics Shaders. Theory and Practice
Graphics Shaders. Theory and Practice
Graphics Shaders. Theory and Practice
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Price: $71.48 FREE for Members
Type: eBook
Publisher: A K Peters/CRC Press
Page Count: 516
Format: pdf
Language: English
ISBN-10: 1568814348
ISBN-13: 9781568814346
User Rating: 3.6667 out of 5 Stars! (3 Votes)

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—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

—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

—Midwest Book Review, August 2009


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Book Graphics Shaders. Theory and Practice epub
9781568814346
| 5 out of 5 Stars!


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.

| 2 out of 5 Stars!


I haven't read the book too thoroughly yet, but so far it seems that while the book is decent at introducing the theory behind graphics shaders, it does a terrible job of teaching one how to write them. For example, the book will mention that there is a built-in variable that can be used to access a piece of information, but it won't bother to tell the reader what the name of the variable is! Combine that with a terrible index, and the book isn't very valuable to someone who actually wants to learn to write shaders. All that said, it's difficult to find good information on shaders on the Internet, so maybe it's worth having this book around if you can get a copy for cheap.

| 4 out of 5 Stars!


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.

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