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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

Tessellating a curve


In this recipe, we'll take a look at the basics of tessellation shaders by drawing a cubic Bezier curve. A Bezier curve is a parametric curve defined by four control points. The control points define the overall shape of the curve. The first and last of the four points define the start and end of the curve, and the middle points guide the shape of the curve, but do not necessarily lie directly on the curve itself. The curve is defined by interpolating the four control points using a set of blending functions. The blending functions define how much each control point contributes to the curve for a given position along the curve. For Bezier curves, the blending functions are known as the Bernstein polynomials.

In the preceding equation, the first term is the binomial coefficient function (shown in the following equation), n is the degree of the polynomial, i is the polynomial number, and t is the parametric parameter.

The general parametric form for the Bezier curve is then...

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