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Learn ARCore - Fundamentals of Google ARCore

You're reading from  Learn ARCore - Fundamentals of Google ARCore

Product type Book
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830409
Pages 274 pages
Edition 1st Edition
Languages
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started 2. ARCore on Android 3. ARCore on Unity 4. ARCore on the Web 5. Real-World Motion Tracking 6. Understanding the Environment 7. Light Estimation 8. Recognizing the Environment 9. Blending Light for Architectural Design 10. Mixing in Mixed Reality 11. Performance Tips and Troubleshooting 1. Other Books You May Enjoy Index

Shader programming


Shader programming is probably one of the most difficult and low-level development tasks you can do as a graphics programmer. It requires an excellent knowledge of 3D math and the graphics rendering process. Also, writing good shaders is a skill that can take years to master. So why are we covering this in a book that covers fundamentals? Simply put, coding a good shader may be difficult, but it is also extremely rewarding, and it's a skillset that is essential to any serious 3D programmer.

Note

We will be using shaders throughout the rest of this book for many things. If, at this point, you are starting to feel overwhelmed, then take a break and study some 3D math or jump ahead a chapter. Sometimes, you just need time for things to sink in before you get that eureka moment.

A shader program runs directly on the graphic processing unit (GPU) of the device or computer. If the device doesn't have a GPU, then the program is executed on the CPU, which is a much slower process...

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