OpenGL development cookbook: over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham
Packt Pub.
[2013]
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 UER01 |
Beschreibung: | "Quick answers to common problems"--Cover Includes bibliographical references and index Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Modern OpenGL; Introduction; Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries; Designing a GLSL shader class; Rendering a simple colored triangle using shaders; Doing a ripple mesh deformer using vertex shader; Dynamically subdividing a plane using the geometry shader; Dynamically subdividing a plane using the geometry shader with instanced rendering Drawing a 2D image in a window using the fragment shader and the SOIL image loading libraryChapter 2: 3D Viewing and Object Picking; Introduction; Implementing a vector-based camera with FPS style input support; Implementing the free camera; Implementing the target camera; Implementing view frustum culling; Implementing object picking using the depth buffer; Implementing object picking using color; Implementing object picking using scene intersection queries; Chapter 3: Offscreen Rendering and Environment Mapping; Introduction; Implementing the twirl filter using fragment shader Rendering a skybox using static cube mappingImplementing a mirror with render-to-texture using FBO; Rendering a reflective object using dynamic cube mapping; Implementing area filtering (sharpening/blurring/embossing) on an image using convolution; Implementing the glow effect; Chapter 4: Lights and Shadows; Introduction; Implementing per-vertex and per-fragment point lighting; Implementing per-fragment directional light; Implementing per-fragment point light with attenuation; Implementing per-fragment spot light; Implementing shadow mapping with FBO. Implemeting shadow mapping with percentage closer filtering (PCF)Implementing variance shadow mapping; Chapter 5: Mesh Model Formats and Particle Systems; Introduction; Implementing terrains using height map; Implementing 3ds model loading using separate buffers; Implementing OBJ model loading using interleaved buffers; Implementing EZMesh model loading; Implementing simple particle system; Chapter 6: GPU-based Alpha Blending and Global Illumination; Introduction; Implementing order-independent transparency using front-to-back peeling Implementing order-independent transparency using dual depth peelingImplementing screen space ambient occlusion (SSAO); Implementing global illumination using spherical harmonics lighting; Implementing GPU-based ray tracing; Implementing GPU-based path tracing; Chapter 7: GPU-based Volume Rendering Techniques; Introduction; Implementing volume rendering using 3D texture slicing; Implementing volume rendering using single-pass GPU ray casting; Implementing pseudo-isosurface rendering in single-pass GPU ray casting; Implementing volume rendering using splatting The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9781849695053 1849695059 1849695040 |
Internformat
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245 | 1 | 0 | |a OpenGL development cookbook |b over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications |c Muhammad Mobeen Movania |
264 | 1 | |a Birmingham |b Packt Pub. |c [2013] | |
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500 | |a "Quick answers to common problems"--Cover | ||
500 | |a Includes bibliographical references and index | ||
500 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Modern OpenGL; Introduction; Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries; Designing a GLSL shader class; Rendering a simple colored triangle using shaders; Doing a ripple mesh deformer using vertex shader; Dynamically subdividing a plane using the geometry shader; Dynamically subdividing a plane using the geometry shader with instanced rendering | ||
500 | |a Drawing a 2D image in a window using the fragment shader and the SOIL image loading libraryChapter 2: 3D Viewing and Object Picking; Introduction; Implementing a vector-based camera with FPS style input support; Implementing the free camera; Implementing the target camera; Implementing view frustum culling; Implementing object picking using the depth buffer; Implementing object picking using color; Implementing object picking using scene intersection queries; Chapter 3: Offscreen Rendering and Environment Mapping; Introduction; Implementing the twirl filter using fragment shader | ||
500 | |a Rendering a skybox using static cube mappingImplementing a mirror with render-to-texture using FBO; Rendering a reflective object using dynamic cube mapping; Implementing area filtering (sharpening/blurring/embossing) on an image using convolution; Implementing the glow effect; Chapter 4: Lights and Shadows; Introduction; Implementing per-vertex and per-fragment point lighting; Implementing per-fragment directional light; Implementing per-fragment point light with attenuation; Implementing per-fragment spot light; Implementing shadow mapping with FBO. | ||
500 | |a Implemeting shadow mapping with percentage closer filtering (PCF)Implementing variance shadow mapping; Chapter 5: Mesh Model Formats and Particle Systems; Introduction; Implementing terrains using height map; Implementing 3ds model loading using separate buffers; Implementing OBJ model loading using interleaved buffers; Implementing EZMesh model loading; Implementing simple particle system; Chapter 6: GPU-based Alpha Blending and Global Illumination; Introduction; Implementing order-independent transparency using front-to-back peeling | ||
500 | |a Implementing order-independent transparency using dual depth peelingImplementing screen space ambient occlusion (SSAO); Implementing global illumination using spherical harmonics lighting; Implementing GPU-based ray tracing; Implementing GPU-based path tracing; Chapter 7: GPU-based Volume Rendering Techniques; Introduction; Implementing volume rendering using 3D texture slicing; Implementing volume rendering using single-pass GPU ray casting; Implementing pseudo-isosurface rendering in single-pass GPU ray casting; Implementing volume rendering using splatting | ||
500 | |a The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations | ||
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Movania, Muhammad Mobeen |
author_facet | Movania, Muhammad Mobeen |
author_role | aut |
author_sort | Movania, Muhammad Mobeen |
author_variant | m m m mm mmm |
building | Verbundindex |
bvnumber | BV043776797 |
classification_rvk | ST 321 |
collection | ZDB-4-EBA ZDB-4-ITC |
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dewey-full | 006.6 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6 |
dewey-search | 006.6 |
dewey-sort | 16.6 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | DE-604.BV043776797 |
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language | English |
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spelling | Movania, Muhammad Mobeen Verfasser aut OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications Muhammad Mobeen Movania Birmingham Packt Pub. [2013] 1 Online-Ressource txt rdacontent c rdamedia cr rdacarrier "Quick answers to common problems"--Cover Includes bibliographical references and index Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Modern OpenGL; Introduction; Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries; Designing a GLSL shader class; Rendering a simple colored triangle using shaders; Doing a ripple mesh deformer using vertex shader; Dynamically subdividing a plane using the geometry shader; Dynamically subdividing a plane using the geometry shader with instanced rendering Drawing a 2D image in a window using the fragment shader and the SOIL image loading libraryChapter 2: 3D Viewing and Object Picking; Introduction; Implementing a vector-based camera with FPS style input support; Implementing the free camera; Implementing the target camera; Implementing view frustum culling; Implementing object picking using the depth buffer; Implementing object picking using color; Implementing object picking using scene intersection queries; Chapter 3: Offscreen Rendering and Environment Mapping; Introduction; Implementing the twirl filter using fragment shader Rendering a skybox using static cube mappingImplementing a mirror with render-to-texture using FBO; Rendering a reflective object using dynamic cube mapping; Implementing area filtering (sharpening/blurring/embossing) on an image using convolution; Implementing the glow effect; Chapter 4: Lights and Shadows; Introduction; Implementing per-vertex and per-fragment point lighting; Implementing per-fragment directional light; Implementing per-fragment point light with attenuation; Implementing per-fragment spot light; Implementing shadow mapping with FBO. Implemeting shadow mapping with percentage closer filtering (PCF)Implementing variance shadow mapping; Chapter 5: Mesh Model Formats and Particle Systems; Introduction; Implementing terrains using height map; Implementing 3ds model loading using separate buffers; Implementing OBJ model loading using interleaved buffers; Implementing EZMesh model loading; Implementing simple particle system; Chapter 6: GPU-based Alpha Blending and Global Illumination; Introduction; Implementing order-independent transparency using front-to-back peeling Implementing order-independent transparency using dual depth peelingImplementing screen space ambient occlusion (SSAO); Implementing global illumination using spherical harmonics lighting; Implementing GPU-based ray tracing; Implementing GPU-based path tracing; Chapter 7: GPU-based Volume Rendering Techniques; Introduction; Implementing volume rendering using 3D texture slicing; Implementing volume rendering using single-pass GPU ray casting; Implementing pseudo-isosurface rendering in single-pass GPU ray casting; Implementing volume rendering using splatting The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations OpenGL. OpenGL. fast OpenGL. blmlsh Computer graphics fast Computer graphics COMPUTERS / General bisacsh Erscheint auch als Druck-Ausgabe 978-1-84969-504-6 |
spellingShingle | Movania, Muhammad Mobeen OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications OpenGL. OpenGL. fast OpenGL. blmlsh Computer graphics fast Computer graphics COMPUTERS / General bisacsh |
title | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications |
title_auth | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications |
title_exact_search | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications |
title_full | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications Muhammad Mobeen Movania |
title_fullStr | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications Muhammad Mobeen Movania |
title_full_unstemmed | OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications Muhammad Mobeen Movania |
title_short | OpenGL development cookbook |
title_sort | opengl development cookbook over 40 recipes to help you learn understand and implement modern opengl in your applications |
title_sub | over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications |
topic | OpenGL. OpenGL. fast OpenGL. blmlsh Computer graphics fast Computer graphics COMPUTERS / General bisacsh |
topic_facet | OpenGL. Computer graphics COMPUTERS / General |
work_keys_str_mv | AT movaniamuhammadmobeen opengldevelopmentcookbookover40recipestohelpyoulearnunderstandandimplementmodernopenglinyourapplications |