OpenGL development cookbook :: over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications /
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 t...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Pub.,
2013.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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: | "Quick answers to common problems"--Cover |
Beschreibung: | 1 online resource (iii, 311 pages) : illustrations (some color) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781849695053 1849695059 1849695040 9781849695046 |
Zugangseinschränkungen: | Legal Deposit; |
Internformat
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100 | 1 | |a Movania, Muhammad Mobeen. | |
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. |
260 | |a Birmingham : |b Packt Pub., |c 2013. | ||
300 | |a 1 online resource (iii, 311 pages) : |b illustrations (some color) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
500 | |a "Quick answers to common problems"--Cover | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |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. | |
505 | 8 | |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. | |
505 | 8 | |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. | |
505 | 8 | |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. | |
505 | 8 | |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. | |
520 | |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. | ||
546 | |a English. | ||
506 | 1 | |a Legal Deposit; |c Only available on premises controlled by the deposit library and to one user at any one time; |e The Legal Deposit Libraries (Non-Print Works) Regulations (UK). |5 WlAbNL | |
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adam_text | |
any_adam_object | |
author | Movania, Muhammad Mobeen |
author_facet | Movania, Muhammad Mobeen |
author_role | |
author_sort | Movania, Muhammad Mobeen |
author_variant | m m m mm mmm |
building | Verbundindex |
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callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 .M68 2013eb |
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callnumber-subject | T - General Technology |
collection | ZDB-4-EBA |
contents | 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. |
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dewey-sort | 16.6 |
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discipline | Informatik |
format | Electronic eBook |
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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.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="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.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="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.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="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.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="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; 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id | ZDB-4-EBA-ocn854569112 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:27Z |
institution | BVB |
isbn | 9781849695053 1849695059 1849695040 9781849695046 |
language | English |
oclc_num | 854569112 |
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owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (iii, 311 pages) : illustrations (some color) |
psigel | ZDB-4-EBA |
publishDate | 2013 |
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publisher | Packt Pub., |
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spelling | Movania, Muhammad Mobeen. 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 resource (iii, 311 pages) : illustrations (some color) text txt rdacontent computer c rdamedia online resource 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. English. Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK). WlAbNL OpenGL. http://id.loc.gov/authorities/names/n92110196 OpenGL. blmlsh OpenGL fast Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics fast Print version: Movania, Muhammad Mobeen. OpenGL Development Cookbook. Birmingham : Packt Publishing, ©2013 9781849695046 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=604074 Volltext |
spellingShingle | Movania, Muhammad Mobeen OpenGL development cookbook : over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications / 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. OpenGL. http://id.loc.gov/authorities/names/n92110196 OpenGL. blmlsh OpenGL fast Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics fast |
subject_GND | http://id.loc.gov/authorities/names/n92110196 https://id.nlm.nih.gov/mesh/D003196 |
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. http://id.loc.gov/authorities/names/n92110196 OpenGL. blmlsh OpenGL fast Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics fast |
topic_facet | OpenGL. OpenGL Computer graphics. Computer Graphics Infographie. computer graphics. COMPUTERS General. Computer graphics |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=604074 |
work_keys_str_mv | AT movaniamuhammadmobeen opengldevelopmentcookbookover40recipestohelpyoulearnunderstandandimplementmodernopenglinyourapplications |