万本电子书0元读

万本电子书0元读

顶部广告

OpenGL Development Cookbook电子书

售       价:¥

15人正在读 | 0人评论 6.2

作       者:Muhammad Mobeen Movania

出  版  社:Packt Publishing

出版时间:2013-06-25

字       数:230.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
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.
目录展开

OpenGL Development Cookbook

Table of Contents

OpenGL Development Cookbook

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…

There's more…

Rendering a simple colored triangle using shaders

Getting ready

How to do it…

How it works…

There's more…

See also

Doing a ripple mesh deformer using the vertex shader

Getting ready

How to do it…

How it works…

There's more

Dynamically subdividing a plane using the geometry shader

Getting ready

How to do it…

How it works…

There's more…

See also

Dynamically subdividing a plane using the geometry shader with instanced rendering

Getting ready

How to do it…

How it works…

See also

Drawing a 2D image in a window using the fragment shader and the SOIL image loading library

Getting ready

How to do it…

How it works…

There's more…

2. 3D Viewing and Object Picking

Introduction

Implementing a vector-based camera with FPS style input support

Getting ready

How to do it…

There's more…

See also

Implementing the free camera

Getting ready

How to do it…

There's more…

See also

Implementing the target camera

Getting ready

How to do it…

There's more…

See also

Implementing view frustum culling

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing object picking using the depth buffer

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing object picking using color

Getting ready

How to do it…

How it works…

See also

Implementing object picking using scene intersection queries

Getting ready

How to do it…

How it works…

There's more…

See also

3. Offscreen Rendering and Environment Mapping

Introduction

Implementing the twirl filter using the fragment shader

Getting ready

How to do it…

How it works…

There's more...

Rendering a skybox using static cube mapping

Getting ready

How to do it…

How it works…

There's more…

Implementing a mirror with render-to-texture using FBO

Getting ready

How to do it…

How it works…

There's more…

See also

Rendering a reflective object using dynamic cube mapping

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing area filtering (sharpening/blurring/embossing) on an image using convolution

Getting ready

How to do it…

How it works...

There's more…

See also

Implementing the glow effect

How to do it…

How it works…

There's more…

See also

4. Lights and Shadows

Introduction

Implementing per-vertex and per-fragment point lighting

Getting started

How to do it…

How it works…

There's more…

See also

Implementing per-fragment directional light

Getting started

How to do it…

How it works…

There's more…

See also

Implementing per-fragment point light with attenuation

Getting started

How to do it…

How it works…

There's more…

See also

Implementing per-fragment spot light

Getting started

How to do it…

How it works…

There's more…

See also

Implementing shadow mapping with FBO

Getting started

How to do it…

How it works…

There's more…

See also

Implemeting shadow mapping with percentage closer filtering (PCF)

Getting started

How to do it…

How it works…

There's more…

See also

Implementing variance shadow mapping

Getting started

How to do it…

How it works…

There's more…

See also

5. Mesh Model Formats and Particle Systems

Introduction

Implementing terrains using the height map

Getting started

How to do it…

How it works…

There's more…

See also

Implementing 3ds model loading using separate buffers

Getting started

How to do it…

How it works…

There's more…

See also

Implementing OBJ model loading using interleaved buffers

Getting started

How to do it…

How it works…

There's more…

See also

Implementing EZMesh model loading

Getting started

How to do it...

How it works…

There's more…

See also

Implementing simple particle system

Getting started

How to do it…

How it works…

There's more…

See also

6. GPU-based Alpha Blending and Global Illumination

Introduction

Implementing order-independent transparency using front-to-back peeling

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing order-independent transparency using dual depth peeling

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing screen space ambient occlusion (SSAO)

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing global illumination using spherical harmonics lighting

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing GPU-based ray tracing

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing GPU-based path tracing

Getting ready

How to do it…

How it works…

There's more…

See also

7. GPU-based Volume Rendering Techniques

Introduction

Implementing volume rendering using 3D texture slicing

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing volume rendering using single-pass GPU ray casting

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing pseudo-isosurface rendering in single-pass GPU ray casting

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing volume rendering using splatting

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing transfer function for volume classification

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing polygonal isosurface extraction using the Marching Tetrahedra algorithm

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing volumetric lighting using the half-angle slicing

Getting ready

How to do it…

How it works…

There's more…

See also

8. Skeletal and Physically-based Simulation on the GPU

Introduction

Implementing skeletal animation using matrix palette skinning

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing skeletal animation using dual quaternion skinning

Getting ready

How to do it…

How it works…

There's more…

See also

Modeling cloth using transform feedback

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing collision detection and response on a transform feedback-based cloth model

Getting ready

How to do it…

How it works…

There's more…

See also

Implementing a particle system using transform feedback

Getting ready

How to do it…

How it works…

There's more…

See also

Index

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部