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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Movania, Muhammad Mobeen
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2013.
Temas:
Acceso en línea:Texto completo

MARC

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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. 
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 
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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. 
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546 |a English. 
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