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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010332702 | T385 O644 2012 | Open Access Book | Book | Searching... |
Searching... | 33000000016413 | T385 O644 2012 | Open Access Book | Book | Searching... |
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Summary
Summary
Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers.
Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling.
Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.
Author Notes
Patrick Cozzi leads the graphics development of Cesium, an open source WebGL virtual globe for the aerospace, defense, and GIS communities, at Analytical Graphics, Inc. He also teaches GPU programming and architecture at the University of Pennsylvania, where he earned a master's degree in computer and information science.
Christophe Riccio currently works for AMD and is an active member of the OpenGL community, contributing to OpenGL specifications, developing tools for the official OpenGL SDK, and writing articles at G-Truc Creation. He previously worked at e-on software and Imagination Technologies. He earned a master's degree in computer game programming from Teesside University.
Table of Contents
I Discovering |
Teaching Computer Graphics Starting with Shader-Based OpenGL |
Transitioning Students to Post-Deprecation OpenGL |
WebGL for OpenGL Developers |
Porting Mobile Apps to WebGL |
The GLSL Shader Interfaces |
An Introduction to Tessellation Shaders |
Procedural Textures in GLSL |
OpenGL SC Emulation Based on OpenGL and OpenGL ES |
Mixing Graphics and Compute with Multiple GPUs |
II Rendering |
GPU Tessellation: We Still Have a LOD of Terrain to Cover |
Anti-Aliased Volumetric Lines Using Shader-Based Extrusion |
2D Shape Rendering by Distance Fields |
Efficient Text Rendering in WebGL |
Layered Textures Rendering Pipeline |
Depth of Field with Bokeh Rendering |
ShadowProxies |
III Bending the Pipeline |
Real-Time Physically Based Deformation Using Transform Feedback |
Hierarchical Depth-Culling and Bounding Box Management on the GPU |
Massive Amount of Shadows with Layered Rendering |
Programmable Vertex Pulling |
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer |
IV Performance |
Performance Tuning for Tile-Based Architectures |
Exploring Mobile vs. Desktop OpenGL Performance |
Multi-GPU Rendering on NVIDIA Quadro |
Improving Performance by Reducing Calls to the Driver |
Efficient Layered Fragment Buffer Techniques |
Looking at Atomic Counter Boundaries |
Indexing Multiple Vertex Arrays |
V Transfers |
Asynchronous Buffer Transfers |
Fermi Asynchronous Texture Transfers |
WebGL Models: End-to-End |
In-Game Video Capture with Real-Time Texture Compression |
An OpenGL Friendly Geometry File Format and its Maya Exporter |
VI Debugging and Profiling |
The OpenGL Timer Query |
A Real-Time Profiling Tool |
Browser Graphics Analysis and Optimizations |
Performance State Tracking |
Monitoring Graphics Memory Usage |
ARB_debug_output: A Helping Hand for Desperate Developers |
VII Software Design |
The ANGLE Project: Implementing OpenGL ES 2.0 on Direct 3D |
SceneJS: A WebGL-Based Scene Graph Engine |
Features and Design Choices in SpiderGL |
Multimodal Interactive Simulations on the Web |
A Subset Approach to Using OpenGL and OpenGL ES |
The Build Syndrome |
Index |