OpenGL insights /
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press,
©2012.
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.