OpenGL – Build high performance graphics

· Packt Publishing Ltd
Llibre electrònic
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Sobre aquest llibre

Gain proficiency with OpenGL and build compelling graphics for your games and applicationsAbout This BookGet to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and moreExplore interactive, real-time visualizations of large 2D and 3D datasets or models, including the use of more advanced techniques such as stereoscopic 3D renderingCreate stunning visuals on the latest platforms including mobile phones and state-of-the-art wearable computing devices Who This Book Is For

The course is appropriate for anyone who wants to develop the skills and techniques essential for working with OpenGL to develop compelling 2D and 3D graphics.

What You Will LearnOff-screen rendering and environment mapping techniques to render mirrorsShadow mapping techniques, including variance shadow mappingImplement a particle system using shadersUtilize noise in shadersMake use of compute shaders for physics, animation, and general computingCreate interactive applications using GLFW to handle user inputs and the Android Sensor framework to detect gestures and motions on mobile devicesUse OpenGL primitives to plot 2-D datasets (such as time series) dynamicallyRender complex 3D volumetric datasets with techniques such as data slicers and multiple viewpoint projectionIn Detail

OpenGL is a fully functional, cross-platform API widely adopted across the industry for 2D and 3D graphics development. It is mainly used for game development and applications, but is equally popular in a vast variety of additional sectors. This practical course will help you gain proficiency with OpenGL and build compelling graphics for your games and applications.

OpenGL Development Cookbook – This is your go-to guide to learn graphical programming techniques and implement 3D animations with OpenGL. This straight-talking Cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL. Full of practical techniques for implementing amazing computer graphics and visualizations using OpenGL.

OpenGL 4.0 Shading Language Cookbook, Second Edition – With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques.

OpenGL Data Visualization Cookbook - This easy-to-follow, comprehensive Cookbook shows readers how to create a variety of real-time, interactive data visualization tools. Each topic is explained in a step-by-step format. A range of hot topics is included, including stereoscopic 3D rendering and data visualization on mobile/wearable platforms. By the end of this guide, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs.

This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products, OpenGL Development Cookbook by Muhammad Mobeen Movania, OpenGL 4.0 Shading Language Cookbook, Second Edition by David Wolff, OpenGL Data Visualization Cookbook by Raymond C. H. Lo, William C. Y. Lo

Style and approach

Full of easy-to-follow hands-on tutorials, this course teaches you to develop a wide range of impressive OpenGL-based applications in a step-by-step format.

Sobre l'autor

Muhammad Mobeen Movania received his PhD degree in Advanced Computer Graphics and Visualization from Nanyang Technological University (NTU), Singapore. He completed his Bachelor of Science Honors (BCS(H)) in Computer Sciences from Iqra University, Karachi. Before joining NTU, he was a junior graphics programmer at Data Communication and Control (DCC) Pvt. Ltd. Karachi, Pakistan. He was working on DirectX and OpenGL API for producing real-time interactive tactical simulators and dynamic integrated training simulators. His research interests include volumetric rendering, GPU technologies, real-time shadows, digital geometry processing, and hierarchical geometric data structures. He is also the author of an OpenCloth project which implements various cloth simulation algorithms in OpenGL. His blog lists a lot of useful graphics tips and tricks. When not involved with computer graphics, he composes music and is an avid squash player. He is currently working at a research institute in Singapore.

David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received a PhD in Physics and an MS in Computer Science from Oregon State University. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenG.

Raymond C. H. Lo is currently the CTO and co-founder of Meta, a company in Silicon Valley that is creating the world's first augmented reality eyeglasses with 3D gesture input and 3D stereoscopic display. This next-generation wearable computing technology, which is the result of his PhD research, has been featured extensively in news media, including CNN, MIT News, CNET, and Forbes magazine. During his PhD, Raymond worked with Professor Steve Mann, who is widely recognized as the father of wearable computing. Together, they published and presented papers at leading conferences, including the SIGGRAPH and IEEE conferences, on real-time high-dynamic-range (HDR) imaging, augmented reality, and digital eyeglasses, which involve high-performance computation using CUDA and visualization using OpenGL.

William C. Y. Lo is currently an MD-PhD candidate at Harvard Medical School. He is pursuing his PhD degree in the joint Harvard-MIT Medical Engineering and Medical Physics program under the guidance of Professor Brett Bouma (and co-advisor Professor Benjamin Vakoc) at Massachusetts General Hospital, who founded the NIH-funded Center for Biomedical OCT Research and Translation. He obtained his bachelor of applied science degree in computer engineering and his MSc degree in medical biophysics from the University of Toronto, where he worked with Professor Lothar Lilge and Professor Jonathan Rose on high-performance computing for photodynamic therapy planning using custom FPGA hardware and graphics processors with CUDA. He, along with J. Rose and L. Lilge, worked on Computational Acceleration for Medical Treatment Planning: Monte Carlo Simulation of Light Therapies Accelerated using GPUs and FPGAs, VDM Verlag, 2010.

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