OpenGL insights:
Gespeichert in:
Weitere Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton, Fla. [u.a.]
CRC Press
2012
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XXXI,679 S. Ill., graph. Darst. 24 cm 1 Beilage "OpenGL pipeline map" |
ISBN: | 9781439893760 1439893764 |
Internformat
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Datensatz im Suchindex
_version_ | 1804149367923277824 |
---|---|
adam_text | Titel: OpenGL insights
Autor: Cozzi, Patrick
Jahr: 2012
Contents
Foreword xxi
Barthold Lichtenbelt
Preface xxiii
Tips xxv ii
I Discovering 1
1 Teaching Computer Graphics Starting with Shader-Based
OpenGL 3 openGL
Edward Angel
1.1 Introduction........................... 3
1.2 A Basic Course.......................... 4
1.3 Hello World in OpenGL: Old Style............... 4
1.4 Starting with Programmable Pipelines.............. 6
1.5 Hello World: New Style..................... 8
1.6 The Rest of the Course ..................... 10
1.7 Conclusion ........................... 15
Bibliography.............................. 16
2 Transitioning Students to Post-Deprecation OpenGL 17 openGL
Mike Bailey
2.1 Introduction........................... 17
2.2 Naming Shader Variables: Introduction............. 18
2.3 Naming Shader Variables: Details................ 18
2.4 Indexed Vertex Buffer Object C++ Class............. 20
2.5 GLSLProgram C++ Class.................... 23
2.6 Conclusion ........................... 26
Bibliography.............................. 26
VII
Contents
openGL 3 WebGL for OpenGL Developers 27
webGL Patrick Cozzi and Scott Hunter
3.1 Introduction........................... 27
3.2 The Benefits of WebGL..................... 28
3.3 Security............................. 34
3.4 Deploying Shaders........................ 36
3.5 The JavaScript Language..................... 37
3.6 Resources............................ 45
Bibliography.............................. 45
webGL 4 Porting Mobile Apps to WebGL 47
OpenGLES Ashraf Samy Hegab
4.1 Introduction........................... 47
4.2 OpenGL across Platforms.................... 47
4.3 Getting Started ......................... 48
4.4 Loading Textures......................... 51
4.5 Camera and Matrices ...................... 53
4.6 Controls............................. 54
4.7 Other Considerations...................... 56
4.8 Maintenance........................... 57
4.9 Conclusion ........................... 58
Bibliography.............................. 59
openGL 5 The GLSL Shader Interfaces 61
Christophe Riccio
5.1 Introduction........................... 61
5.2 Variables and Blocks....................... 62
5.3 Locations ............................ 64
5.4 Matching Interfaces....................... 68
5.5 Working with Semantics..................... 77
5.6 Application-Side Validations for Debug Build Only....... 82
5.7 Conclusion ........................... 85
Bibliography.............................. 86
openGL 6 An Introduction to Tessellation Shaders 87
Philip Rideout and Dirk Van Gelder
6.1 Introduction........................... 87
6.2 The New Shading Pipeline.................... 90
6.3 Tessellating a Teapot....................... 99
6.4 Isolines and Spirals........................ 102
6.5 Incorporating Other OpenGL Features............. 103
Bibliography.............................. 104
Contents
7 Procedural Textures in GLSL 105 openGL
Stefan Gustavson WebGL
7.1 Introduction........................... 105 pen
7.2 Simple Functions ........................ 107
7.3 Antialiasing........................... 108
7.4 Perlin Noise........................... 110
7.5 WorleyNoise .......................... 113
7.6 Animation............................ 115
7.7 Texture Images.......................... 115
7.8 Performance........................... 118
7.9 Conclusion ........................... 119
Bibliography.............................. 119
8 OpenGL SC Emulation Based on OpenGL and OpenGL ES 121 openGL
Hwanyong Lee and Nakhoon Baek OpenGLes
8.1 Introduction........................... 121 °PenGLSC
8.2 OpenGL SC Implementations.................. 123
8.3 Design and Implementation................... 125
8.4 Results.............................. 129
8.5 Conclusion ........................... 131
Bibliography.............................. 131
9 Mixing Graphics and Compute with Multiple GPUs 133 openGL
Alina Alt
9.1 Introduction........................... 133
9.2 Graphics and Compute Interoperability on an API Level .... 134
9.3 Graphics and Compute Interoperability on a System Level ... 138
9.4 Conclusion ........................... 142
Bibliography.............................. 142
II Rendering Techniques 143
10 GPU Tessellation: We Still Have a LOD of Terrain to Cover 145 openGL
Antonio Ramires Fernandes and Bruno Oliveira
10.1 Introduction........................... 145
10.2 Rendering Terrains with OpenGL GPU Tessellation....... 146
10.3 A Simple Approach to Dynamic Level of Detail......... 149
10.4 Roughness: When Detail Matters................ 152
10.5 Crunching Numbers, or Is This All That Matters?........ 153
10.6 Conclusion ........................... 160
Bibliography.............................. 160
Contents
openGL 11 Antialiased Volumetric Lines Using Shader-Based Extrusion 163
WebGL Sebastien Hillaire
penGLES
11.1 Introduction........................... 163
11.2 Antialiased Lines Using Postprocess Antialiasing......... 164
11.3 Antialiased Volumetric Lines Using Geometry Extrusion .... 165
11.4 Performance........................... 169
11.5 Conclusion ........................... 170
Bibliography.............................. 171
openGL 12 2D Shape Rendering by Distance Fields 173
WebGL Stefan Gustavson
penGLES
12.1 Introduction........................... 173
12.2 Method Overview........................ 174
12.3 Better Distance Fields...................... 176
12.4 Distance Textures........................ 176
12.5 Hardware Accelerated Distance Transform............ 177
12.6 Fragment Rendering....................... 177
12.7 Special Effects.......................... 179
12.8 Performance........................... 180
12.9 Shortcomings.......................... 180
12.10Conclusion ........................... 181
Bibliography.............................. 182
webGL 13 Efficient Text Rendering in WebGL 183
Benjamin Encz
13.1 Introduction........................... 183
13.2 Canvas-Based Font Rendering.................. 184
13.3 Bitmap Font Rendering..................... 187
13.4 Comparison........................... 190
13.5 Conclusion ........................... 194
Bibliography.............................. 194
OpenGL 14 Layered Textures Rendering Pipeline 195
Dzmitry Malyshau
14.1 Introduction........................... 195
14.2 Layered Pipeline......................... 197
14.3 Results.............................. 202
Bibliography.............................. 204
Contents xi
15 Depth of Field with Bokeh Rendering 205 openGL
Charles de Rousiers and Matt Pettineo
15.1 Introduction........................... 205
15-2 Depth of Field Phenomemon.................. 206
15.3 Related Work.......................... 208
15.4 Algorithm............................ 209
15.5 Results.............................. 214
15.6 Discussion............................ 216
15-7 Conclusion ........................... 216
Bibliography.............................. 217
16 Shadow Proxies 219 openGL
Jochem van der Spek
16.1 Introduction........................... 219
16.2 Anatomy of a Shadow Proxy................... 221
16.3 Setting Up the Pipeline ..................... 223
16.4 The ShadowProxy-Enabled Fragment Shader.......... 224
16.5 Modulating the Shadow Volume................. 226
16.6 Performance........................... 227
16.7 Conclusion and Future Work.................. 228
Bibliography.............................. 228
III Bending the Pipeline 229
17 Real-Time Physically Based Deformation Using Transform
Feedback 231 openGL
Muhammad Mobeen Movania and Lin Feng
17.1 Introduction........................... 231
17.2 Hardware Support and Evolution of Transform Feedback .... 232
17-3 The Mechanism of Transform Feedback............. 233
17.4 Mathematical Model....................... 234
17.5 Implementation......................... 238
17.6 Experimental Results and Comparisons............. 244
17.7 Conclusion ........................... 245
Bibliography.............................. 245
18 Hierarchical Depth Culling and Bounding-Box Management
on the GPU 247 openGL
Dzmitry Malyshau
18.1 Introduction........................... 247
18.2 Pipeline............................. 248
XII
Contents
18.3 Order of Operations....................... 254
18.4 Experimental Results....................... 255
18.5 Conclusion and Future Work.................. 257
Bibliography.............................. 257
19 Massive Number of Shadow-Casting Lights with Layered
openGL Rendering 259
Daniel Rakos
19.1 Introduction........................... 259
19.2 Traditional Shadow Map Rendering in OpenGL......... 260
19.3 Our Shadow Map Generation Algorithm............ 263
19.4 Performance........................... 265
19.5 Advanced Techniques...................... 275
19.6 Limitations ........................... 276
19.7 Conclusion ........................... 277
Bibliography.............................. 278
openGL 20 Efficient Layered Fragment Buffer Techniques 279
Pyareia! Knowles, Geoff Leach, and Fabio Zambetta
20.1 Introduction........................... 279
20.2 Related Work.......................... 281
20.3 The Linked-List LFB ...................... 282
20.4 The Linearized LFB....................... 283
20.5 Performance Results....................... 286
20.6 Conclusion ........................... 290
Bibliography.............................. 290
openGL 21 Programmable Vertex Pulling 293
Daniel Rakos
21.1 Introduction........................... 293
21.2 Implementation......................... 294
21.3 Performance........................... 296
21.4 Application ........................... 298
21.5 Limitations ........................... 299
21.6 Conclusion ........................... 300
Bibliography.............................. 300
22 Octree-Based Sparse Voxelization Using the GPU Hardware
openGL Rasterizer 303
Cyril Crassin and Simon Green
22.1 Introduction........................... 303
22.2 Previous Work.......................... 304
Contents
22.3 Unrestricted Memory Access in GLSL.............. 305
22.4 Simple Voxelization Pipeline................... 306
22.5 Sparse Voxelization into an Octree................ 312
22.6 Conclusion ........................... 317
Bibliography.............................. 317
IV Performance 321
23 Performance Tuning for Tile-Based Architectures 323 webGL
Bruce Merry openGLES
23.1 Introduction........................... 323
23.2 Background........................... 324
23.3 Clearing and Discarding the Framebuffer............ 326
23.4 Incremental Frame Updates................... 328
23.5 Flushing............................. 329
23.6 Latency............................. 330
23.7 Hidden Surface Removal..................... 332
23.8 Blending............................. 333
23.9 Multisampling.......................... 333
23. lOPerformance Profiling...................... 334
23.11 Summary ............................ 335
Bibliography.............................. 335
24 Exploring Mobile vs. Desktop OpenGL Performance 337 openGL
Jon McCaffrey WebGL
ix 1 t J • 22-7 OpenGLES
24.1 Introduction........................... 337
24.2 Important Differences and Constraints ............. 338
24.3 Reducing Memory Bandwidth.................. 341
24.4 Reducing Fragment Workload.................. 345
24.5 Vertex Shading.......................... 349
24.6 Conclusion ........................... 350
Bibliography.............................. 351
25 Improving Performance by Reducing Calls to the Driver 353 OpenGL
Sebastien Hillaire
25.1 Introduction........................... 353
25.2 Efficient OpenGL States Usage ................. 354
25.3 Batching and Instancing..................... 357
25.4 Conclusion ........................... 362
Bibliography.............................. 362
Contents
openGL 26 Indexing Multiple Vertex Arrays 365
WebGL Arnaud Masserann
26.1 Introduction........................... 365
26.2 The Problem........................... 365
26.3 An Algorithm.......................... 368
26.4 Vertex Comparison Methods................... 369
26.5 Performance........................... 371
26.6 Conclusion ........................... 373
Bibliography.............................. 373
openGL 27 Multi-GPU Rendering on NVIDIA Quadro 375
Shalini Venkataraman
27.1 Introduction........................... 375
27.2 Previous Scaling Approaches................... 376
27.3 Targeting a Specific GPU for Rendering............. 377
27.4 Optimized Data Transfer between GPUs ............ 382
27.5 Application Structure for Multi-GPU.............. 383
27.6 Parallel Rendering Methodologies................ 385
27.7 Conclusion ........................... 388
Bibliography.............................. 388
V Transfers 389
openGL 28 Asynchronous Buffer Transfers 391
Ladislav Hrabcak and Arnaud Masserann
28.1 Introduction........................... 391
28.2 Buffer Objects.......................... 392
28.3 Upload.............................. 398
28.4 Download............................ 402
28.5 Copy............................... 405
28.6 Multithreading and Shared Contexts............... 405
28.7 Usage Scenario.......................... 408
28.8 Conclusion ........................... 413
Bibliography.............................. 414
openGL 29 Fermi Asynchronous Texture Transfers 415
Shalini Venkataraman
29.1 Introduction........................... 415
29.2 OpenGL Command Buffer Execution.............. 417
Contents
29.3 Current Texture Transfer Approaches.............. 418
29.4 GPU Asynchronous Texture Transfers.............. 421
29.5 Implementation Details..................... 423
29.6 Results and Analysis....................... 425
29.7 Conclusion ........................... 429
Bibliography.............................. 430
30 WebGL Models: End-to-End 431 webGL
Won Chun
30.1 Introduction........................... 431
30.2 Life of a 3D Model ....................... 432
30.3 A Coherent Whole........................ 441
30.4 Key Improvements........................ 447
30.5 Conclusion ........................... 452
Bibliography.............................. 452
31 In-Game Video Capture with Real-Time Texture Compression 455 openGL
Brano Kemen
31.1 Introduction........................... 455
31.2 Overview of DXT Compression................. 456
31.3 DXT Compression Algorithms ................. 456
31.4 Transformation to YUV Style Color Spaces........... 458
31.5 Comparison........................... 460
31.6 Using Real-Time DXT Compression for Procedural Content and
Video Capture.......................... 462
31.7 Conclusion ........................... 465
Bibliography.............................. 466
32 An OpenGL-Friendly Geometry File Format and Its Maya
Exporter 467 openGL
Adrien Herubel and Venceslas Biri OpenGLES
32.1 Introduction........................... 467
32.2 Manifesto............................ 468
32.3 The Drone Format........................ 469
32.4 Writing a Maya File Translator.................. 474
32.5 Results.............................. 477
32.6 Conclusion ........................... 479
Bibliography.............................. 479
xvi Contents
VI Debugging and Profiling 481
33 ARB_debug_output: A Helping Hand for Desperate
OpenGL Developers 483
Antonio Ramires Fernandesand Bruno Oliveira
33.1 Introduction........................... 483
33.2 Exposing the Extension ..................... 484
33.3 Using a Callback Function.................... 484
33.4 Sorting Through the Cause of Events.............. 485
33.5 Accessing the Message Log.................... 486
33.6 Adding Custom User Events to the Log............. 487
33.7 Controlling the Event Output Volume.............. 488
33.8 Preventing Impact on the Final Release............. 488
33.9 Clash of the Titans: Implementation Strategies ......... 489
33.10Further Thoughts on Debugging ................ 491
33.11 Conclusion ........................... 491
Bibliography.............................. 492
OpenGL 34 The OpenGL Timer Query 493
Christopher Lux
34.1 Introduction........................... 493
34.2 Measuring OpenGL Execution Times.............. 495
34.3 Conclusion ........................... 501
Bibliography.............................. 502
openGL 35 A Real-Time Profiling Tool 503
Lionel Fuentes
35.1 Introduction........................... 503
35.2 Scope and Requirements..................... 504
35.3 Design of the Tool........................ 505
35.4 Implementation......................... 507
35.5 Using the Profiler........................ 510
35.6 Conclusions........................... 512
Bibliography.............................. 512
WebGL 36 Browser Graphics Analysis and Optimizations 513
Chris Dirks and Omar A. Rodriguez
36.1 Introduction........................... 513
36.2 The Stages of Bloom....................... 514
36.3 Overhead of Bloom....................... 515
36.4 Analyzing WebGL Applications................. 516
36.5 Analysis Workflow on Windows................. 519
Contents xvii
36.6 Optimized Bloom........................ 522
36.7 Conclusion ........................... 526
Bibliography.............................. 526
37 Performance State Tracking 527 openGL
Aleksandar Dimitrijevic
37.1 Introduction........................... 527
37.2 Power Consumption Policies................... 528
37.3 P-State Tracking Using NVAPI ................. 528
37.4 P-State Tracking Using ADL................... 532
37.5 Conclusion ........................... 533
Bibliography.............................. 534
38 Monitoring Graphics Memory Usage 535 openGL
Aleksandar Dimitrijevic
38.1 Introduction........................... 535
38.2 Graphics Memory Allocation .................. 536
38.3 Querying Memory Status on NVIDIA Cards.......... 537
38.4 Querying Memory Status on AMD Cards............ 538
38.5 Conclusion ........................... 540
Bibliography.............................. 540
VII Software Design 541
39 The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D 543 webGL
Daniel Koch and Nicolas Capens OpenGLES
39.1 Introduction........................... 543
39.2 Background........................... 543
39.3 Implementation......................... 544
39.4 Future Work........................... 568
39.5 Conclusion ........................... 568
39.6 Source Code........................... 569
Bibliography.............................. 569
40 SceneJS: A WebGL-Based Scene Graph Engine 571 webGL
Lindsay Kay
40.1 Introduction........................... 571
40.2 Efficiently Abstracting WebGL.................. 572
40.3 Optimizing the Scene...................... 578
xviii Contents
40.4 Picking.............................. 580
40.5 Conclusion ........................... 581
Bibliography.............................. 581
webGL 41 Features and Design Choices in SpiderGL 583
Marco Di Benedetto, Fabio Ganovelli, and Francesco Banterle
41.1 Introduction........................... 583
41.2 Library Architecture....................... 584
41.3 Representing 3D Objects .................... 585
41.4 Direct Access to WebGL Object State.............. 590
41.5 WebGLObject Wrappers..................... 598
41.6 Conclusion ........................... 602
Bibliography.............................. 603
webGL 42 Multimodal Interactive Simulations on the Web 605
Tansel Halic, Woojin Ahn, Suvranu De
42.1 Introduction........................... 605
42.2 /7-SoFMIS Design and Definitions of Modules......... 606
42.3 Framework Implementation................... 607
42.4 Rendering Module........................ 609
42.5 Simulation Module....................... 611
42.6 Hardware Module........................ 613
42.7 Case Study: LAGB Simulator.................. 614
42.8 Conclusion ........................... 619
Bibliography.............................. 619
openGL 43 A Subset Approach to Using OpenGL and OpenGL ES 621
OpenGLES Jesse Barker and Alexandros Frantzis
43.1 Introduction........................... 621
43.2 Making Legacy Code Modern.................. 622
43.3 Keeping Code Maintainable across API Variants......... 626
43.4 What if I Need a Specific Piece of Functionality? ........ 633
43.5 Conclusion ........................... 633
Bibliography.............................. 634
openGL 44 The Build Syndrome 635
OpenGLES Jochem van der Spek and Daniel Dekkers
44.1 Introduction........................... 635
44.2 Using Utility Libraries...................... 637
44.3 OpenGL Agnosticism...................... 640
44.4 Configuration Spaces ...................... 642
44.5 Metabuilds and CMake..................... 643
Contents
44.6 CMake and the Configuration Space .............. 644
44.7 CMake and Platform Specifics.................. 648
44.8 Conclusion ........................... 654
Bibliography.............................. 654
About the Contributors 657
Index 673
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id | DE-604.BV040336397 |
illustrated | Illustrated |
indexdate | 2024-07-10T00:21:55Z |
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language | English |
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publisher | CRC Press |
record_format | marc |
spelling | OpenGL insights edited by Patrick Cozzi ... Boca Raton, Fla. [u.a.] CRC Press 2012 XXXI,679 S. Ill., graph. Darst. 24 cm 1 Beilage "OpenGL pipeline map" txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index OpenGL (DE-588)4391716-1 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf OpenGL. Computer graphics. Rendering (Computer graphics) OpenGL (DE-588)4391716-1 s Computergrafik (DE-588)4010450-3 s DE-604 Cozzi, Patrick edt HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025190738&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | OpenGL insights OpenGL (DE-588)4391716-1 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4391716-1 (DE-588)4010450-3 |
title | OpenGL insights |
title_auth | OpenGL insights |
title_exact_search | OpenGL insights |
title_full | OpenGL insights edited by Patrick Cozzi ... |
title_fullStr | OpenGL insights edited by Patrick Cozzi ... |
title_full_unstemmed | OpenGL insights edited by Patrick Cozzi ... |
title_short | OpenGL insights |
title_sort | opengl insights |
topic | OpenGL (DE-588)4391716-1 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | OpenGL Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025190738&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT cozzipatrick openglinsights |