OpenGL development cookbook : over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications /: over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications. (2013)
- Record Type:
- Book
- Title:
- OpenGL development cookbook : over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications /: over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications. (2013)
- Main Title:
- OpenGL development cookbook : over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications
- Further Information:
- Note: Muhammad Mobeen Movania.
- Other Names:
- Movania, Muhammad Mobeen
- 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-fragmentCover; 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. … (more)
- Publisher Details:
- Birmingham : Packt Pub
- Publication Date:
- 2013
- Extent:
- 1 online resource (iii, 311 pages :), illustrations (some color)
- Subjects:
- 006.6
COMPUTERS -- Computer Graphics
COMPUTERS -- General
Computer graphics
Computer graphics
Computer graphics
Computer graphics
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781849695053
1849695059
1849695040
9781849695046 - Related ISBNs:
- 9781849695046
- Notes:
- Note: Includes bibliographical references and index.
- Access Rights:
- 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).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.90325
- Ingest File:
- 04_010.xml