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作者 Movania, Muhammad Mobeen
書名 OpenGL Development Cookbook
出版項 Olton : Packt Publishing, Limited, 2013
©2013
國際標準書號 9781849695053 (electronic bk.)
9781849695046
book jacket
版本 1st ed
說明 1 online resource (375 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
附註 Intro -- OpenGL Development Cookbook -- Table of Contents -- OpenGL Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Introduction to Modern OpenGL -- Introduction -- Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries -- How to do it... -- There's more… -- Designing a GLSL shader class -- Getting ready -- How to do it… -- How it works… -- There's more… -- Rendering a simple colored triangle using shaders -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Doing a ripple mesh deformer using the vertex shader -- Getting ready -- How to do it… -- How it works… -- There's more -- Dynamically subdividing a plane using the geometry shader -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Dynamically subdividing a plane using the geometry shader with instanced rendering -- Getting ready -- How to do it… -- How it works… -- See also -- Drawing a 2D image in a window using the fragment shader and the SOIL image loading library -- Getting ready -- How to do it… -- How it works… -- There's more… -- 2. 3D Viewing and Object Picking -- Introduction -- Implementing a vector-based camera with FPS style input support -- Getting ready -- How to do it… -- There's more… -- See also -- Implementing the free camera -- Getting ready -- How to do it… -- There's more… -- See also -- Implementing the target camera -- Getting ready -- How to do it…
There's more… -- See also -- Implementing view frustum culling -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing object picking using the depth buffer -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing object picking using color -- Getting ready -- How to do it… -- How it works… -- See also -- Implementing object picking using scene intersection queries -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- 3. Offscreen Rendering and Environment Mapping -- Introduction -- Implementing the twirl filter using the fragment shader -- Getting ready -- How to do it… -- How it works… -- There's more... -- Rendering a skybox using static cube mapping -- Getting ready -- How to do it… -- How it works… -- There's more… -- Implementing a mirror with render-to-texture using FBO -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Rendering a reflective object using dynamic cube mapping -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing area filtering (sharpening/blurring/embossing) on an image using convolution -- Getting ready -- How to do it… -- How it works... -- There's more… -- See also -- Implementing the glow effect -- How to do it… -- How it works… -- There's more… -- See also -- 4. Lights and Shadows -- Introduction -- Implementing per-vertex and per-fragment point lighting -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing per-fragment directional light -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing per-fragment point light with attenuation -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing per-fragment spot light
Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing shadow mapping with FBO -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implemeting shadow mapping with percentage closer filtering (PCF) -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing variance shadow mapping -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- 5. Mesh Model Formats and Particle Systems -- Introduction -- Implementing terrains using the height map -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing 3ds model loading using separate buffers -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing OBJ model loading using interleaved buffers -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- Implementing EZMesh model loading -- Getting started -- How to do it... -- How it works… -- There's more… -- See also -- Implementing simple particle system -- Getting started -- How to do it… -- How it works… -- There's more… -- See also -- 6. GPU-based Alpha Blending and Global Illumination -- Introduction -- Implementing order-independent transparency using front-to-back peeling -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing order-independent transparency using dual depth peeling -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing screen space ambient occlusion (SSAO) -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing global illumination using spherical harmonics lighting -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also
Implementing GPU-based ray tracing -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing GPU-based path tracing -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- 7. GPU-based Volume Rendering Techniques -- Introduction -- Implementing volume rendering using 3D texture slicing -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing volume rendering using single-pass GPU ray casting -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing pseudo-isosurface rendering in single-pass GPU ray casting -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing volume rendering using splatting -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing transfer function for volume classification -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing volumetric lighting using the half-angle slicing -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- 8. Skeletal and Physically-based Simulation on the GPU -- Introduction -- Implementing skeletal animation using matrix palette skinning -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing skeletal animation using dual quaternion skinning -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Modeling cloth using transform feedback -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also
Implementing collision detection and response on a transform feedback-based cloth model -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Implementing a particle system using transform feedback -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Index
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
Description based on publisher supplied metadata and other sources
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2020. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries
鏈接 Print version: Movania, Muhammad Mobeen OpenGL Development Cookbook Olton : Packt Publishing, Limited,c2013 9781849695046
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