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OpenGL development cookbook : over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications / Muhammad Mobeen Movania.
Author
Movania, Muhammad Mobeen
[Browse]
Format
Book
Language
English
Εdition
1st ed.
Published/Created
Birmingham : Packt Pub., 2013.
Description
iii, 311 p. : ill. (some col.)
Details
Subject(s)
OpenGL
[Browse]
Computer graphics
[Browse]
Biographical/Historical note
Movania Muhammad Mobeen: Muhammad Mobeen Movania received his PhD degree in Advanced Computer Graphics and Visualization from Nanyang Technological University (NTU), Singapore. He completed his Bachelor of Science Honors (BCS(H)) in Computer Sciences from Iqra University, Karachi. Before joining NTU, he was a junior graphics programmer at Data Communication and Control (DCC) Pvt. Ltd. Karachi, Pakistan. He was working on DirectX and OpenGL API for producing real-time interactive tactical simulators and dynamic integrated training simulators. His research interests include volumetric rendering, GPU technologies, real-time shadows, digital geometry processing, and hierarchical geometric data structures. He is also the author of an OpenCloth project which implements various cloth simulation algorithms in OpenGL. His blog lists a lot of useful graphics tips and tricks. When not involved with computer graphics, he composes music and is an avid squash player. He is currently working at a research institute in Singapore.
Summary note
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.
Notes
"Quick answers to common problems"--Cover.
Bibliographic references
Includes bibliographical references and index.
Language note
English
Contents
Intro
OpenGL Development Cookbook
Table of Contents
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…
Rendering a simple colored triangle using shaders
See also
Doing a ripple mesh deformer using the vertex shader
There's more
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 library
2. 3D Viewing and Object Picking
Implementing a vector-based camera with FPS style input support
Implementing the free camera
Implementing the target camera
How to do it….
Implementing view frustum culling
Implementing object picking using the depth buffer
Implementing object picking using color
Implementing object picking using scene intersection queries
3. Offscreen Rendering and Environment Mapping
Implementing the twirl filter using the fragment shader
There's more...
Rendering a skybox using static cube mapping
Implementing 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
How it works...
Implementing the glow effect
4. Lights and Shadows
Implementing per-vertex and per-fragment point lighting
Getting started
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
5. Mesh Model Formats and Particle Systems
Implementing terrains using the height map
Implementing 3ds model loading using separate buffers
Implementing OBJ model loading using interleaved buffers
Implementing EZMesh model loading
Implementing simple particle system
6. GPU-based Alpha Blending and Global Illumination
Implementing order-independent transparency using front-to-back peeling
Implementing order-independent transparency using dual depth peeling
Implementing screen space ambient occlusion (SSAO)
Implementing global illumination using spherical harmonics lighting
See also.
Implementing GPU-based ray tracing
Implementing GPU-based path tracing
7. GPU-based Volume Rendering Techniques
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
Implementing transfer function for volume classification
Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm
Implementing volumetric lighting using the half-angle slicing
8. Skeletal and Physically-based Simulation on the GPU
Implementing skeletal animation using matrix palette skinning
Implementing skeletal animation using dual quaternion skinning
Modeling cloth using transform feedback
Implementing collision detection and response on a transform feedback-based cloth model
Implementing a particle system using transform feedback
Index.
Show 91 more Contents items
ISBN
9781849695053
1849695059
OCLC
854569112
1477024475
Doi
10.0000/9781849695053
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