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|a T385
|b .C6695 2012eb
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|x 012050
|2 bisacsh
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|a 006.6/8
|2 23
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|a UAMI
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100 |
1 |
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|a Cozzi, Patrick.
|
245 |
1 |
0 |
|a OpenGL insights /
|c edited by Patrick Cozzi, Christophe Riccio.
|
260 |
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|a Boca Raton, FL :
|b CRC Press,
|c ©2012.
|
300 |
|
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|a 1 online resource (xxxi, 672 pages :) :
|b illustrations
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references.
|
505 |
0 |
0 |
|g I Discovering :
|t Teaching computer graphics starting with shader-based OpenGL /
|r Edward Angel --
|t Transitioning students to post-deprecation OpenGL /
|r Mike Bailey --
|t WebGL for OpenGL developers --
|t Porting mobile apps to WebGL /
|r Ashraf Samy Hegab --
|t The GLSL shader interfaces /
|r Christophe Riccio --
|t An introduction to tessellation shaders /
|r Philip Rideout,
|r Dirk Van Gelder --
|t Procedural textures in GLSL /
|r Stefan Gustavson --
|t OpenGL SC emulation based on OpenGL and OpenGL ES /
|r Hwanyong Lee,
|r Nakhoon Baek --
|t Mixing graphics and compute with multiple GPUs /
|r Alina Alt --
|g II Rendering techniques :
|t GPU tessellation : we still have a LOD of terrain to cover /
|r António Ramires Fernandes,
|r Bruno Oliveira --
|t Antialiased volumetric lines using shader-based extrusion /
|r Sébastien Hillaire --
|t 2D shape rendering by distance fields /
|r Stefan Gustavson --
|t Efficient text rendering in WebGL /
|r Benjamin Encz --
|t Layered textures rendering pipeline /
|r Dzmitry Malyshau --
|t Depth of field with bokeh rendering /
|r Charles de Rousiers,
|r Matt Pettineo --
|t Shadow proxies /
|r Jochem van der Spek --
|g III Bending the pipeline :
|t Real-time phsyically based deformation using transform feedback /
|r Muhammad Mobeen Movania,
|r Lin Feng --
|t Hierarchical depth culling and bounding-box management on the GPU /
|r Dzmitry Malyshau --
|t Massive number of shadow-casting lights with layered rendering /
|r Daniel Rákos --
|t Efficient layered fragment buffer techniques /
|r Pyarelal Knowles,
|r Geoff Leach,
|r Fabio Zambetta --
|t Programmable vertex pulling /
|r Daniel Rákos --
|t Octree-based sparse voxelization using the GPU hardware rasterizer /
|r Cyril Crassin,
|r Simon Green --
|g IV Performance :
|t Performance tuning for tile-based architectures /
|r Bruce Merry --
|t Exploring mobile vs. desktop OpenGL performance /
|r Jon McCaffrey --
|t Improving performance by reducing calls to the driver /
|r Sébastien Hillaire --
|t Indexing multiple vertex arrays /
|r Arnaud Masserann --
|t Multi-GPU rendering on NVIDIA Quadro /
|r Shalini Venkataraman.
|
505 |
0 |
0 |
|g V Transfers :
|t Asynchronous buffer transfers --
|t Fermi asynchronous texture transfers /
|r Shalini Venkataraman --
|t WebGL models : end-to-end /
|r Won Chun --
|t In-game video capture with real-time texture compression /
|r Brano Kemen --
|t An OpenGL-friendly geometry file format and its maya exporter /
|r Adrien Herubel,
|r Venceslas Biri --
|g VI Debugging and profiling :
|t ARB_debug_output : a helping hand for desperate developers /
|r António Ramires Fernandes,
|r Bruno Oliveira --
|t The OpenGL timer query /
|r Christopher Lux --
|t A real-time profiling tool /
|r Lionel Fuentes --
|t Browser graphics analysis and optimizations /
|r Chris Dirks,
|r Omar A. Rodriguez --
|t Performance state tracking /
|r Aleksandar Dimitrijević --
|t Monitoring graphics memory usage /
|r Aleksandar Dimitrijević --
|g VII Software design :
|t The ANGLE Project : implementing OpenGL ES 2.0 on Direct3D /
|r Daniel Koch,
|r Nicolas Capens --
|t SceneJS : a WebGL-based scene graph engine /
|r Lindsay Kay --
|t Features and design choices in SpiderGL /
|r Marco Di Benedetto,
|r Fabio Ganovelli,
|r Francesco Banterle --
|t Multimodal interactive simulations on the Web /
|r Tansel Halic,
|r Woojin Ahn,
|r Suvranu De --
|t A subset approach to using OpenGL and OpenGL ES /
|r Jesse Barker,
|r Alexandros Frantzis --
|t The build syndrome /
|r Jochem van der Spek,
|r Daniel Dekkers.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
630 |
0 |
0 |
|a OpenGL.
|
630 |
0 |
7 |
|a OpenGL
|2 fast
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Rendering (Computer graphics)
|
650 |
|
2 |
|a Computer Graphics
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Rendu (Infographie)
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x Image Processing.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Digital Media
|x Graphics Applications.
|2 bisacsh
|
650 |
|
7 |
|a PHOTOGRAPHY
|x Techniques
|x Digital.
|2 bisacsh
|
650 |
|
7 |
|a TECHNOLOGY & ENGINEERING
|x Imaging Systems.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Rendering (Computer graphics)
|2 fast
|
700 |
1 |
|
|a Riccio, Christophe.
|
776 |
0 |
8 |
|i Print version:
|t OpenGL insights.
|d Boca Raton, FL : CRC Press, ©2012
|z 9781439893760
|w (DLC) 2012019338
|w (OCoLC)741542158
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781439893777/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a CRC Press
|b CRCP
|n AKP0KE14983PDF
|
938 |
|
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|a ebrary
|b EBRY
|n ebr10574371
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 465617
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis27623786
|
938 |
|
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|a YBP Library Services
|b YANK
|n 7582558
|
938 |
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|a eLibro
|b ELBO
|n ELB145270
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|a 92
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