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.
Author: Patrick Cozzi
Publisher: CRC Press
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.
[AMD 12] AMD. “AMD Graphics Cores Next (GCN) Architecture.” Whitepaper,
Radeon Graphics, June 2012. [Hilaire 12] Sebastien Hillaire. “Improving
Performance by Reducing Calls to the Driver.” In OpenGL Insights: OpenGL,
Open GL ES, ...
Author: Wolfgang Engel
Publisher: CRC Press
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. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
5.5 OpenGL ES Support WebGL 1.0 is very similar to OpenGL ES 2.0 (Figure 5.1)
familiarize oneself with Section 6 of the WebGL 1.0 spec, which iterates 24 ...
Author: Patrick Cozzi
Publisher: CRC Press
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
“OpenGL ES 3.0.2 Specification.” http://www.khronos. org/registry/gles/specs/3.0/
esspec3.0.2.pdf, 2013. [McCaffrey 12] Jon McCaffrey. “Exploring Mobile vs.
Desktop OpenGL Performance.” In OpenGL Insights, edited by Patrick Cozzi and
Author: Wolfgang Engel
Publisher: CRC Press
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.
This book, written in an easy-to-grasp style, equips the readers with all the basic and advanced concepts of computer graphics and multimedia.
Author: EVANGELINE, D.
Publisher: PHI Learning Pvt. Ltd.
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.
This all new collection of articles, written by industry experts, provides an array of practical, ready-to-use shader tricks and techniques.
Author: Wolfgang F. Engel
Publisher: Charles River Media
In the past few years, DirectX and graphics cards have rapidly improved, providing a more powerful and flexible rendering pipeline. With all of these advancements, vertex and pixel shaders are becoming widely used in high end graphics and game development.
Graphics and game developers must learn to program for mobility. This book will teach you how.
Author: Kari Pulli
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
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Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.
Author: Tomas Möller
Publisher: A K PETERS
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces. Key Features Covers topics from essential mathematical foundations to advanced techniques used by today's cutting edge games Case studies are grounded in specific real-time rendering technologies Revised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes took Covers practical rendering for games to math and details for better interactive applications. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." -- Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" -- Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." -- Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." -- Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" -- Aras Pranckevičius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars(TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
Create your own 3D graphics with OpenGL and C++ About This Video Learn to set up an OpenGL window using GLFW and the OpenGL API Grasp the technique of programming with modern OpenGL In Detail With this interactive course, you can now take ...
Author: Game InstituteTM
Create your own 3D graphics with OpenGL and C++ About This Video Learn to set up an OpenGL window using GLFW and the OpenGL API Grasp the technique of programming with modern OpenGL In Detail With this interactive course, you can now take your first step toward learning modern OpenGL programming. You'll go through a brief history of OpenGL, which will help you understand why it's important to explore modern OpenGL with its programmable rendering pipeline over the fixed function pipeline. The course will start by taking you through the basics of getting OpenGL running in a window using the Graphics Library Framework (GLFW). Next, you'll gain insights into rendering polygons to the display by sending buffers of data to the computer graphics card and programming it using shaders with the GLSL shading language. Later, you'll learn how to map textures to your objects. The course will also help you set up a virtual camera using keyboard and mouse inputs to enable you to move around in the scene. After you have the fundamentals working, you can go on to building more complex elements. You'll learn how to load 3D models and add impactful lighting to the scene. With each lesson, you'll build the framework with reusable C++ and OpenGL code. You'll start with a blank project and write code each step of the way, with every lesson building on the last. The easy-to-follow approach of this course makes it a suitable option even if you've never explored OpenGL. Using the source code, prebuilt third-party libraries, and Visual Studio solutions included in this course, you'll be able to successfully start with building your own game engine. By the end of this course, you'll have learned how to set up and render in 3D with modern OpenGL. Downloading the example code for this course: You can download the example code files for this course on GitHub at the following link: https://github.com/PacktPublishing/Learn-Modern-OpenGL-Programming . If you require support please email: [email protected]
There has never been a OpenGL ES 3.0 Guide like this. It contains 26 answers, much more than you can imagine; comprehensive answers and extensive details and references, with insights that have never before been offered in print. Get the information you need--fast! This all-embracing guide offers a thorough view of key knowledge and detailed insight. This Guide introduces what you want to know about OpenGL ES 3.0. A quick look inside of some of the subjects covered: Android 4.0 - Hardware requirements, Celeron 847 - Silvermont|Bay Trail-D (22 nm), Celeron 2955U - Silvermont|Bay Trail-M (22 nm), Celeron 867 - Silvermont|Bay Trail-M (22 nm), OpenGL ES - OpenGL ES 3.0, Atom N570 - Silvermont|Bay Trail-I (22 nm), Celeron 743 - Silvermont|Bay Trail-D (22 nm), Celeron 847 - Silvermont|Bay Trail-M (22 nm), Rightware - History, Android 2.3 - Hardware requirements, Celeron 1007U - Silvermont|Bay Trail-D (22 nm), Atom N455 - Silvermont|Bay Trail-T (22 nm), Atom N455 - Silvermont|Bay Trail-I (22 nm), WebGL - History, Intel Celeron 867 - Silvermont|Bay Trail-M (22 nm), CyanogenMod - CyanogenMod 10.2, Celeron 1007U - Silvermont|Bay Trail-M (22 nm), OpenGL - OpenGL 4.3, Atom N570 - Silvermont|Bay Trail-T (22 nm), Nexus 10 - Android 4.3, Celeron 743 - Silvermont|Bay Trail-M (22 nm), Intel Celeron 867 - Silvermont|Bay Trail-D (22 nm), Adreno - Variants, Celeron 2955U - Silvermont|Bay Trail-D (22 nm), Rightware - Benchmarks, and much more...
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HTML5 Game Development Insights is a from-the-trenches collection of tips, tricks, hacks, and advice straight from professional HTML5 game developers.
Author: Colt McAnlis
This new edition includes more current, concrete examples and expands coverage on OpenGL ES. The techniques explained and demonstrated in this book enable the playback of dynamic 3D media on portable consoles, GPS systems, and more.
Author: Tom McReynolds
Advanced Graphics Programming Using OpenGL bridges the gap between theory and practice, showing how to create compelling and novel computer graphics programming techniques. The book contains the theory to put techniques in context, and is organized to emphasize the connections and common themes found in computer graphics approaches. Additionally, it contains "behind the scenes" insights gathered from the authors’ tremendous experience creating graphics implementations and developing graphics standards. This new edition includes more current, concrete examples and expands coverage on OpenGL ES. The techniques explained and demonstrated in this book enable the playback of dynamic 3D media on portable consoles, GPS systems, and more. The authors provide background essentials, detailed examples, and real working code in the two most popular programming interfaces. The right mix of theory, practice, and craft makes this book’s techniques a stepping stone for deeper understanding and development of a complete "graphics intuition" for the computer graphics application developer, advanced student, or experienced hobbyist. Up-to-date revision of the best-selling text on OpenGL that includes new sections on shaders and compute technologies and an increased emphasis on concrete examples, to make it more helpful and clearer as a reference. Includes full coverage of OpenGL ES, the best and most widely available graphics API available today, with a companion website that houses example programs for virtually every algorithm. Written by experts at NVIDIA and Microsoft whose workshops at industry conferences are blockbusters.
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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.
Author: Mickey W. Mantle
“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.
Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics ...
Author: Parminder Singh
Publisher: Packt Publishing Ltd
Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Who This Book Is For This book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected. What You Will Learn Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices. Implement device, command buffer and queues to get connected with the physical hardware. Explore various validation layers and learn how to use it for debugging Vulkan application. Get a grip on memory management to control host and device memory operations. Understand and implement buffer and image resource types in Vulkan. Define drawing operations in the Render pass and implement graphics pipeline. Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants. Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain. Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures In Detail Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you'll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan's layer and extension features. You'll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We'll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block. Style and approach This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.
This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style.
Author: PJ Cabrera
iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You've probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style. While games are all about fun, at the same time, they're serious business. With this Beginning iPhone Games Development book, you're going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics: Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession Game networking with GameKit, Bonjour, and Internet sharing For those looking for iPad game development coverage and/or iOS 5 SDK specific game coverage, check out the published Beginning iOS 5 Games Development by Lucas Jordan from Apress.
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily.
Author: Kelvin Sung
Publisher: CRC Press
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily. As each topic is introduced, students are guided in developing a software library that will support fast prototyping of moderately complex applications using a variety of APIs, including OpenGL and DirectX.