OpenGL Insights

Author: Patrick Cozzi,Christophe Riccio

Publisher: CRC Press

ISBN: 1439893764

Category: Computers

Page: 712

View: 8427

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Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

OpenGL Insights

Author: Patrick Cozzi,Christophe Riccio

Publisher: CRC Press

ISBN: 1439893772

Category: Computers

Page: 712

View: 4677

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Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

WebGL Insights

Author: Patrick Cozzi

Publisher: CRC Press

ISBN: 1498716083

Category: Computers

Page: 416

View: 5657

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Given its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions—creating a growing demand for skilled WebGL developers. WebGL Insights shares experience-backed lessons learned by the WebGL community. It presents proven techniques that will be helpful to both intermediate and advanced WebGL developers. By focusing on current and emerging techniques, the book demonstrates the breadth and depth of WebGL. Readers will gain practical skills to solve problems related to performance, engine design, shader pipelines, rendering, mobile devices, testing, and more. Throughout the book, experienced WebGL engine and application developers, GPU vendors, browser developers, researchers, and educators share their unique expertise based on their real-world experiences. This includes hardware vendors sharing performance and robustness advice for mobile, browser developers providing deep insight into WebGL implementations and testing, and WebGL-engine developers presenting design and performance techniques for many of the most popular WebGL engines. The companion WebGL Insights website contains helpful tips, sample content, code, and other resources. It is also the place to find announcements about future volumes: http://www.webglinsights.com/

Mobile 3D Graphics

with OpenGL ES and M3G

Author: Kari Pulli,Tomi Aarnio,Ville Miettinen,Kimmo Roimela,Jani Vaarala

Publisher: Elsevier

ISBN: 9780080555911

Category: Computers

Page: 464

View: 9485

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Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile “This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. Written by experts at Nokia whose workshops at industry conferences are blockbusters The programs used in the examples are featured in thousands of professional courses each year

OpenGL 4 Shading Language Cookbook, Second Edition

Author: David Wolff

Publisher: Packt Publishing Ltd

ISBN: 178216703X

Category: Computers

Page: 394

View: 1062

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OpenGL Shading Language 4 Cookbook is a hands-on guide that gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using the latest GLSL specification. This book is for OpenGL programmers looking to use the modern features of GLSL 4 to create real-time, three-dimensional graphics. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

3D Engine Design for Virtual Globes

Author: Patrick Cozzi,Kevin Ring

Publisher: CRC Press

ISBN: 1568817118

Category: Computers

Page: 520

View: 1347

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Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design

OpenGL Development Cookbook

Author: Muhammad Mobeen Movania

Publisher: Packt Publishing Ltd

ISBN: 1849695059

Category: Computers

Page: 326

View: 6269

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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.

Managing the Unmanageable

Rules, Tools, and Insights for Managing Software People and Teams

Author: Mickey W. Mantle,Ron Lichty

Publisher: Addison-Wesley

ISBN: 0132981254

Category: Computers

Page: 464

View: 3396

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“Mantle and Lichty have assembled a guide that will help you hire, motivate, and mentor a software development team that functions at the highest level. Their rules of thumb and coaching advice are great blueprints for new and experienced software engineering managers alike.” —Tom Conrad, CTO, Pandora “I wish I’d had this material available years ago. I see lots and lots of ‘meat’ in here that I’ll use over and over again as I try to become a better manager. The writing style is right on, and I love the personal anecdotes.” —Steve Johnson, VP, Custom Solutions, DigitalFish All too often, software development is deemed unmanageable. The news is filled with stories of projects that have run catastrophically over schedule and budget. Although adding some formal discipline to the development process has improved the situation, it has by no means solved the problem. How can it be, with so much time and money spent to get software development under control, that it remains so unmanageable? In Managing the Unmanageable: Rules, Tools, and Insights for Managing Software People and Teams , Mickey W. Mantle and Ron Lichty answer that persistent question with a simple observation: You first must make programmers and software teams manageable. That is, you need to begin by understanding your people—how to hire them, motivate them, and lead them to develop and deliver great products. Drawing on their combined seventy years of software development and management experience, and highlighting the insights and wisdom of other successful managers, Mantle and Lichty provide the guidance you need to manage people and teams in order to deliver software successfully. Whether you are new to software management, or have already been working in that role, you will appreciate the real-world knowledge and practical tools packed into this guide.

COMPUTER GRAPHICS AND MULTIMEDIA INSIGHTS, MATHEMATICAL MODELS AND PROGRAMMING PARADIGMS

Author: EVANGELINE, D. ,ANITHA, S.

Publisher: PHI Learning Pvt. Ltd.

ISBN: 8120352238

Category: Computers

Page: 508

View: 3981

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Nowadays, Computer Graphics and Multimedia have become crucial areas of study in the field of Computer Science and Information Technology. The commercial and academic viability of the field can be understood from its usability and application in various areas, including entertainment, education, image processing, CAD/CAM, fine arts, and so on. Students not only need to have a firm grounding in these fields but also have to learn how to integrate these technologies to get the desired results. This book, written in an easy-to-grasp style, equips the readers with all the basic and advanced concepts of computer graphics and multimedia. Inclusion of sufficient programs relating to C, OpenGL, VRML, Python Turtle Graphics and GKS helps the readers in generating realistic images. The text not only incorporates standard algorithms but also keeps pace with the newly invented ones. It provides an insight into graphics programming using various software packages. In most of the chapters, a number of solved numerical problems are provided to help students learn the practical applications of the preceding concept. Primarily intended for the undergraduate and postgraduate students of Computer Science and Engineering, Information Technology, and Mechanical Engineering, the book is equally useful for the students opting BCA, MCA, B.Sc. (CS/IT), M.Sc. (CS/IT) and Multimedia courses.

ShaderX3

Advanced Rendering with DirectX and OpenGL

Author: Wolfgang F. Engel

Publisher: Charles River Media

ISBN: 9781584503576

Category: Computers

Page: 630

View: 7542

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Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming. All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. The challenges of mastering these techniques can be daunting for new programmers, but with this comprehensive collection of ready-to-use techniques, they'll get up to speed quickly. And for the more experienced programmers, they'll find insights and tricks that will improve their efficiency and prevent redundancy. If you are involved in shader programming, this is a must-have reference for your collection.

GPU Pro 360 Guide to Geometry Manipulation

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1351339524

Category: Mathematics

Page: 325

View: 7735

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Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

OpenGL ES 3.0 Programming Guide

Author: Dan Ginsburg,Budirijanto Purnomo,Dave Shreiner,Aaftab Munshi

Publisher: Pearson Education

ISBN: 0321933885

Category: Computers

Page: 516

View: 1996

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This text details the entire OpenGL ES 3.0 pipeline with detailed examples in order to provide a guide for developing a wide range of high performance 3D applications for embedded devices

GPU Pro 2

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1439865604

Category: Computers

Page: 470

View: 6069

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This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools. Source code and other materials are available for download on the book's CRC Press web page.

WebGL Programming Guide

Interactive 3D Graphics Programming with WebGL

Author: Kouichi Matsuda,Rodger Lea

Publisher: Addison-Wesley

ISBN: 0133364925

Category: Computers

Page: 552

View: 6766

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Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL. You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects. Coverage includes: • WebGL’s origin, core concepts, features, advantages, and integration with other web standards • How and basic WebGL functions work together to deliver 3D graphics • Shader development with OpenGL ES Shading Language (GLSL ES) • 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective • Achieving greater realism through lighting and hierarchical objects • Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more • Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.

OpenGL Data Visualization Cookbook

Author: Raymond C. H. Lo,William C. Y. Lo

Publisher: Packt Publishing Ltd

ISBN: 1782169733

Category: Computers

Page: 298

View: 9038

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Over 35 hands-on recipes to create impressive, stunning visuals for a wide range of real-time, interactive applications using OpenGL About This Book Get acquainted with a set of fundamental OpenGL primitives and concepts that enable users to create stunning visuals of arbitrarily complex 2D and 3D datasets for many common applications Explore interactive, real-time visualization of large 2D and 3D datasets or models, including the use of more advanced techniques such as stereoscopic 3D rendering. Create stunning visuals on the latest platforms including mobile phones and state-of-the-art wearable computing devices Who This Book Is For This book is aimed at anyone interested in creating impressive data visualization tools using modern graphics hardware. Whether you are a developer, engineer, or scientist, if you are interested in exploring the power of OpenGL for data visualization, this book is for you. While familiarity with C/C++ is recommended, no previous experience with OpenGL is assumed. What You Will Learn Install, compile, and integrate the OpenGL pipeline into your own project Create interactive applications using GLFW to handle user inputs and the Android Sensor framework to detect gestures and motions on mobile devices Use OpenGL primitives to plot 2-D datasets such as time series dynamically Render complex 3D volumetric datasets with techniques such as data slicers and multiple viewpoint projection Render images, videos, and point cloud data from 3D range-sensing cameras using the OpenGL Shading Language (GLSL) Develop video see-through augmented reality applications on mobile devices with OpenGL ES 3.0 and OpenCV Visualize 3D models with meshes and surfaces using stereoscopic 3D technology In Detail OpenGL is a great multi-platform, cross-language, and hardware-accelerated graphics interface for visualizing large 2D and 3D datasets. Data visualization has become increasingly challenging using conventional approaches as datasets become larger and larger, especially with the Big Data evolution. From a mobile device to a sophisticated high-performance computing cluster, OpenGL libraries provide developers with an easy-to-use interface to create stunning visuals in 3D in real time for a wide range of interactive applications. This book provides a series of easy-to-follow, hands-on tutorials to create appealing OpenGL-based visualization tools with minimal development time. We will first illustrate how to quickly set up the development environment in Windows, Mac OS X, and Linux. Next, we will demonstrate how to visualize data for a wide range of applications using OpenGL, starting from simple 2D datasets to increasingly complex 3D datasets with more advanced techniques. Each chapter addresses different visualization problems encountered in real life and introduces the relevant OpenGL features and libraries in a modular fashion. By the end of this book, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs, on platforms ranging from conventional computers to the latest mobile/wearable devices. Style and approach This is an easy-to-follow, comprehensive Cookbook showing readers how to create an application with real-time, interactive data visualization in stereoscopic 3D. Each topic is explained in a step-by-step format. A range of hot topics is included, including data visualization on mobile and wearable platforms.

GPU Pro 5

Advanced Rendering Techniques

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1482208644

Category: Computers

Page: 522

View: 771

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In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.

Internal Audit Practice from A to Z

Author: Patrick Onwura Nzechukwu

Publisher: CRC Press

ISBN: 131535215X

Category: Business & Economics

Page: 674

View: 2185

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This book addresses the practice of internal auditing using GAAS (Generally Accepted Auditing Standards), GAGAS (Generally Accepted Government Auditing Standards) and International Standards for the Professional Practice of Internal Auditing (Standards) as enunciated by the IIA. Unique in that it is primarily written to guide internal auditors in the process and procedures necessary to carry out professionally accepted internal audit functions, it includes everything necessary to start, complete and evaluate an internal audit practice, simplifying the task for even non-professionals.

Professional WebGL Programming

Developing 3D Graphics for the Web

Author: Andreas Anyuru

Publisher: John Wiley & Sons

ISBN: 1119940591

Category: Computers

Page: 320

View: 5628

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Everything you need to know about developinghardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, inboth games, applications, and on regular websites, WebGL gives webdevelopers the capability to produce eye-popping graphics. Thisbook teaches you how to use WebGL to create stunning cross-platformapps. The book features several detailed examples that show you howto develop 3D graphics with WebGL, including explanations of codesnippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGLdevelopment from coverage that: •Provides a comprehensive overview of WebGL and shows howit relates to other graphics-related technologies •Addresses important topics such as the WebGL graphicspipeline, 3D transformations, texturing and lighting •Teaches you how to write vertex shaders and fragment shadersfor WebGL •Includes a lot of useful guidelines, tips, and tricks forWebGL performance optimizations Professional WebGL Programming is the first book on themarket to delve into this fascinating topic and it puts you on yourway to mastering the possibilities that exist with WebGL.