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      Book

      OpenGL Insights
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      Book

      OpenGL Insights

      DOI link for OpenGL Insights

      OpenGL Insights book

      OpenGL Insights

      DOI link for OpenGL Insights

      OpenGL Insights book

      Edited ByPatrick Cozzi, Christophe Riccio
      Edition 1st Edition
      First Published 2012
      eBook Published 5 July 2012
      Pub. Location New York
      Imprint A K Peters/CRC Press
      DOI https://doi.org/10.1201/b12288
      Pages 712
      eBook ISBN 9780429112898
      Subjects Arts
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      Get Citation

      Cozzi, P., & Riccio, C. (Eds.). (2012). OpenGL Insights (1st ed.). A K Peters/CRC Press. https://doi.org/10.1201/b12288

      ABSTRACT

      Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith 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

      TABLE OF CONTENTS

      part I|2 pages

      Discovering

      chapter 1|14 pages

      Teaching Computer Graphics Starting with Shader-Based OpenGL

      chapter 2|10 pages

      Transitioning Students to Post-Deprecation OpenGL

      chapter 3|20 pages

      WebGL for OpenGL Developers

      chapter 4|14 pages

      Porting Mobile Apps to WebGL

      chapter 5|26 pages

      The GLSL Shader Interfaces

      chapter 6|18 pages

      An Introduction to Tessellation Shaders

      chapter 7|16 pages

      Procedural Textures in GLSL

      chapter 8|12 pages

      OpenGL SC Emulation Based on OpenGL and OpenGL ES

      chapter 9|10 pages

      Mixing Graphics and Compute with Multiple GPUs

      part II|2 pages

      Rendering Techniques

      chapter 10|18 pages

      GPU Tessellation: We Still Have a LOD of Terrain to Cover

      chapter 11|10 pages

      Antialiased Volumetric Lines Using Shader-Based Extrusion

      chapter 12|10 pages

      2D Shape Rendering by Distance Fields

      chapter 13|12 pages

      Efficient Text Rendering in WebGL

      chapter 14|10 pages

      Layered Textures Rendering Pipeline

      chapter 15|14 pages

      Depth of Field with Bokeh Rendering

      chapter 16|10 pages

      Shadow Proxies

      part III|2 pages

      Bending the Pipeline

      chapter 17|16 pages

      Real-Time Physically Based Deformation Using Transform Feedback

      chapter 18|12 pages

      Hierarchical Depth Culling and Bounding-BoxManagement on the GPU

      chapter 19|20 pages

      Massive Number of Shadow-Casting Lights with Layered Rendering

      chapter 20|14 pages

      Efficient Layered Fragment Buffer Techniques

      chapter 21|10 pages

      Programmable Vertex Pulling

      chapter 22|18 pages

      Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer

      part IV|2 pages

      Performance

      chapter 23|14 pages

      Performance Tuning for Tile-Based Architectures

      chapter 24|16 pages

      Exploring Mobile vs. Desktop OpenGL Performance

      chapter 25|12 pages

      Improving Performance by Reducing Calls to the Driver

      chapter 26|10 pages

      Indexing Multiple Vertex Arrays

      chapter 27|14 pages

      Multi-GPU Rendering on NVIDIA Quadro

      part V|2 pages

      Transfers

      chapter 28|24 pages

      Asynchronous Buffer Transfers

      chapter 29|16 pages

      Fermi Asynchronous Texture Transfers

      chapter 30|24 pages

      WebGL Models: End-to-End

      chapter 31|12 pages

      In-Game Video Capture with Real-Time Texture Compression

      chapter 32|14 pages

      An OpenGL-Friendly Geometry File Format and Its Maya Exporter

      part VI|2 pages

      Debugging and Profiling

      chapter 33|10 pages

      ARB debug output: A Helping Hand for Desperate Developers

      chapter 34|10 pages

      The OpenGL Timer Query

      chapter 35|10 pages

      A Real-Time Profiling Tool

      chapter 36|14 pages

      Browser Graphics Analysis and Optimizations

      chapter 37|8 pages

      Performance State Tracking

      chapter 38|6 pages

      Monitoring Graphics Memory Usage

      part VII|2 pages

      Software Design

      chapter 39|28 pages

      The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D

      chapter 40|12 pages

      SceneJS: A WebGL-Based Scene Graph Engine

      chapter 41|22 pages

      Features and Design Choices in SpiderGL

      chapter 42|16 pages

      Multimodal Interactive Simulations on the Web

      chapter 43|14 pages

      A Subset Approach to Using OpenGL and OpenGL ES

      chapter 44|22 pages

      The Build Syndrome

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