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OpenGL Development Cookbook
Table of Contents
OpenGL Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
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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
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