Description |
1 online resource (xxxi, 672 pages :) : illustrations |
Contents |
I Discovering : Teaching computer graphics starting with shader-based OpenGL / Edward Angel -- Transitioning students to post-deprecation OpenGL / Mike Bailey -- WebGL for OpenGL developers -- Porting mobile apps to WebGL / Ashraf Samy Hegab -- The GLSL shader interfaces / Christophe Riccio -- An introduction to tessellation shaders / Philip Rideout, Dirk Van Gelder -- Procedural textures in GLSL / Stefan Gustavson -- OpenGL SC emulation based on OpenGL and OpenGL ES / Hwanyong Lee, Nakhoon Baek -- Mixing graphics and compute with multiple GPUs / Alina Alt -- II Rendering techniques : GPU tessellation : we still have a LOD of terrain to cover / António Ramires Fernandes, Bruno Oliveira -- Antialiased volumetric lines using shader-based extrusion / Sébastien Hillaire -- 2D shape rendering by distance fields / Stefan Gustavson -- Efficient text rendering in WebGL / Benjamin Encz -- Layered textures rendering pipeline / Dzmitry Malyshau -- Depth of field with bokeh rendering / Charles de Rousiers, Matt Pettineo -- Shadow proxies / Jochem van der Spek -- III Bending the pipeline : Real-time phsyically based deformation using transform feedback / Muhammad Mobeen Movania, Lin Feng -- Hierarchical depth culling and bounding-box management on the GPU / Dzmitry Malyshau -- Massive number of shadow-casting lights with layered rendering / Daniel Rákos -- Efficient layered fragment buffer techniques / Pyarelal Knowles, Geoff Leach, Fabio Zambetta -- Programmable vertex pulling / Daniel Rákos -- Octree-based sparse voxelization using the GPU hardware rasterizer / Cyril Crassin, Simon Green -- IV Performance : Performance tuning for tile-based architectures / Bruce Merry -- Exploring mobile vs. desktop OpenGL performance / Jon McCaffrey -- Improving performance by reducing calls to the driver / Sébastien Hillaire -- Indexing multiple vertex arrays / Arnaud Masserann -- Multi-GPU rendering on NVIDIA Quadro / Shalini Venkataraman |
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V Transfers : Asynchronous buffer transfers -- Fermi asynchronous texture transfers / Shalini Venkataraman -- WebGL models : end-to-end / Won Chun -- In-game video capture with real-time texture compression / Brano Kemen -- An OpenGL-friendly geometry file format and its maya exporter / Adrien Herubel, Venceslas Biri -- VI Debugging and profiling : ARB_debug_output : a helping hand for desperate developers / António Ramires Fernandes, Bruno Oliveira -- The OpenGL timer query / Christopher Lux -- A real-time profiling tool / Lionel Fuentes -- Browser graphics analysis and optimizations / Chris Dirks, Omar A. Rodriguez -- Performance state tracking / Aleksandar Dimitrijević -- Monitoring graphics memory usage / Aleksandar Dimitrijević -- VII Software design : The ANGLE Project : implementing OpenGL ES 2.0 on Direct3D / Daniel Koch, Nicolas Capens -- SceneJS : a WebGL-based scene graph engine / Lindsay Kay -- Features and design choices in SpiderGL / Marco Di Benedetto, Fabio Ganovelli, Francesco Banterle -- Multimodal interactive simulations on the Web / Tansel Halic, Woojin Ahn, Suvranu De -- A subset approach to using OpenGL and OpenGL ES / Jesse Barker, Alexandros Frantzis -- The build syndrome / Jochem van der Spek, Daniel Dekkers |
Bibliography |
Includes bibliographical references |
SUBJECT |
OpenGL. http://id.loc.gov/authorities/names/n92110196
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OpenGL. fast (OCoLC)fst01380188 |
Subject |
Computer graphics
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Rendering (Computer graphics)
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Computer Graphics
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computer graphics.
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COMPUTERS -- Image Processing.
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COMPUTERS -- Digital Media -- Graphics Applications.
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PHOTOGRAPHY -- Techniques -- Digital.
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TECHNOLOGY & ENGINEERING -- Imaging Systems.
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Computer graphics.
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Rendering (Computer graphics)
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Form |
Electronic book
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Author |
Riccio, Christophe.
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LC no. |
2012019338 |
ISBN |
9781439893777 |
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1439893772 |
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1439893764 |
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9781439893760 |
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9780429112898 |
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0429112890 |
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