About: HLSL2GLSL is a research topic. Over the lifetime, 118 publications have been published within this topic receiving 6041 citations. The topic is also known as: HLSL to GLSL.
TL;DR: The OpenGL Programming Guide, Third Edition as discussed by the authors provides a comprehensive and comprehensive information on OpenGL and the OpenGL Utility Library, including detailed explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.
Abstract: From the Publisher:
OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images.
The OpenGL Programming Guide, Third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax shows how to use those functions to create interactive applications and realistic color images.
You will find clear explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
This third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, including:
3D texture mapping
Multitexturing
New pixel storage formats, including packed and reversed (BGRA) formats
Specular lighting after texturing
The OpenGL imaging subset
New GLU routines and functionality
Numerous code examples are provided to practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL.
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential.
The OpenGL Technical Library was originally developed by SGI and continues to evelove under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.
The OpenGL Programming Guide, Third Edition was written by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.
TL;DR: The OpenGL Shading Language, Third Edition as discussed by the authors provides a detailed introduction to the GLSL and the new OpenGL function calls that support it, as well as a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers.
Abstract: As the Red Book is known to be the gold standard for OpenGL, the Orange Book is considered to be the gold standard for the OpenGL Shading Language. With Randis extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more. David Tommeraasen, CEO/Programmer, Plasma Software This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, as well as good additional coverage of 2.0 changes! Jeffery Galinovsky, Director of Emerging Market, Platform Development, Intel Corporation The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the old hands. Marc Olano, Assistant Professor, University of Maryland This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and, all in all, this book makes an excellent tutorial as well as a reference. John Carey, Chief Technology Officer, C.O.R.E. Feature Animation OpenGL Shading Languageprovides a timely, thorough, and entertaining introduction to the only OpenGL ARB-approved high-level shading language in existence. Whether an expert or a novice, there are gems to be discovered throughout the book, and the reference pages will be your constant companion as you dig into the depths of the shading APIs. From algorithms to APIs, this book has you covered. Bob Kuehne, CEO, Blue Newt Software Computer graphics and rendering technologies just took a giant leap forward with hardware vendors rapidly adopting the new OpenGL Shading Language. This book presents a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers. Andy McGovern, Founder, Virtual Geographics, Inc. The OpenGL Shading Language is at the epicenter of the programmable graphics revolution, and Randi Rost has been at the center of the development of this significant new industry standard. If you need the inside track on how to use the OpenGL Shading Language to unleash new visual effects and unlock the supercomputer hiding inside the new generation of graphics hardware, then this is the book for you. Neil Trevett, Senior Vice President, Market Development, 3Dlabs OpenGL Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmers guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Wards BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.
TL;DR: OpenGL SuperBible, Fifth Edition is the definitive programmers guide, tutorial, and reference for the worlds leading 3D API for real-time computer graphics, OpenGL 3.3, and clearly explains both the API and essential associated programming concepts.
Abstract: OpenGL SuperBible, Fifth Edition is the definitive programmers guide, tutorial, and reference for the worlds leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARBs latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes A practical introduction to the essentials of real-time 3D graphics Core OpenGL 3.3 techniques for rendering, transformations, and texturing Writing your own shaders, with examples to get you started Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs Advanced buffer techniques, including full-definition rendering with floating point buffers and textures Fragment operations: controlling the end of the graphics pipeline Advanced shader usage and geometry management A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical LibraryThe official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.