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OpenGL Insights [Hardcover]

Patrick Cozzi , Christophe Riccio

RRP: £49.99
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Book Description

16 July 2012

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.


Frequently Bought Together

OpenGL Insights + OpenGL 4.0 Shading Language Cookbook + Graphics Shaders: Theory and Practice, Second Edition
Price For All Three: £120.06

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Review

You don’t need to be an expert (maybe this book helps you to become one) but the basics should be known to you. … A nice plus is the github site with code for most of the chapters. … this book span[s] topics from simple OpenGL feature descriptions up to general rendering algorithms and shows what is possible with OpenGL and its mobile and web-based cousins. … If you are an OpenGL developer, you will definitely find some interesting gems in here …
—RenderingPipeline.com, July 2012

About the Author

Patrick Cozzi leads the graphics development of Cesium, an open source WebGL virtual globe for the aerospace, defense, and GIS communities, at Analytical Graphics, Inc. He also teaches GPU programming and architecture at the University of Pennsylvania, where he earned a master’s degree in computer and information science.

Christophe Riccio currently works for AMD and is an active member of the OpenGL community, contributing to OpenGL specifications, developing tools for the official OpenGL SDK, and writing articles at G-Truc Creation. He previously worked at e-on software and Imagination Technologies. He earned a master’s degree in computer game programming from Teesside University.


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Amazon.com: 4.0 out of 5 stars  1 review
8 of 8 people found the following review helpful
4.0 out of 5 stars Great book 13 Sep 2012
By I. Michael - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
I own all the new (3.3 onward )OpenGL books found on the market.So far ,this one is absolutely the best for non beginners.I would give it 5 stars if it had more content on GLSL Programming techniques but even with noticeable lack of GLSL based topics this books contains super invaluable tips and techniques which are essential for development and optimization of complex rendering systems.That is true , this book is simply not for the beginners.If you don't understand first how OpenGL pipeline works it will be hard to understand most of the subjects in the book.Many of the chapters deal with pipeline optimization like multi- context , multi-GPU programming , texture upload/download time optimization and much more.I must emphasize that I bought this book while being at the finish line of complex OpenGL 4.0 render engine project where I needed to make optimization especially in the texture upload/donwload module, and several of the techniques I found in this book had a huge positive impact on the end result of the project.One more thing ,I believe is important to note ,is that not all the code examples in the book are written using OpengGL 3.3-4.2.Some of those are done using the fixed (old) pipeline because the main point of the authors was to teach you a specific concept and not OpenGL API.So if you are after learning OpenGL API this book is not for you.Thanks to the authors for this great piece of work!
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