Book Image

GLSL Essentials

By : Jacobo Rodriguez
Book Image

GLSL Essentials

By: Jacobo Rodriguez

Overview of this book

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.
Table of Contents (13 chapters)

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.

Toni Ascó González 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.

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 Université 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.