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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Introduction


Shadows add a great deal of realism to a scene. Without shadows, it can be easy to misjudge the relative location of objects, and the lighting can appear unrealistic, as light rays seem to pass right through objects.

Shadows are important visual cues for realistic scenes, but can be challenging to produce in an efficient manner in interactive applications. One of the most popular techniques for creating shadows in real-time graphics is the shadow mapping algorithm (also called depth shadows). In this chapter, we'll look at several recipes surrounding the shadow mapping algorithm. We'll start with the basic algorithm, and discuss it in detail in the first recipe. Then we'll look at a couple of techniques for improving the look of the shadows produced by the basic algorithm.

We'll also look at an alternative technique for shadows called shadow volumes. Shadow volumes produce near perfect hard-edged shadows, but are not well suited for creating shadows with soft edges.

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