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OpenGL Insights (OpenGL, OpenGL Es, and Webgl Community Experiences) [Hardcover]

Patrick Cozzi , Christophe Riccio

RRP: £57.99
Price: £49.39 Eligible for FREE UK Delivery Details
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Table of Contents

I Discovering
Teaching Computer Graphics Starting with Shader-Based OpenGL
Transitioning Students to Post-Deprecation OpenGL
WebGL for OpenGL Developers
Porting Mobile Apps to WebGL
The GLSL Shader Interfaces
An Introduction to Tessellation Shaders
Procedural Textures in GLSL
OpenGL SC Emulation Based on OpenGL and OpenGL ES
Mixing Graphics and Compute with Multiple GPUs

II Rendering
GPU Tessellation: We Still Have a LOD of Terrain to Cover
Anti-Aliased Volumetric Lines Using Shader-Based Extrusion
2D Shape Rendering by Distance Fields
Efficient Text Rendering in WebGL
Layered Textures Rendering Pipeline
Depth of Field with Bokeh Rendering
ShadowProxies

III Bending the Pipeline
Real-Time Physically Based Deformation Using Transform Feedback
Hierarchical Depth-Culling and Bounding Box Management on the GPU
Massive Amount of Shadows with Layered Rendering
Programmable Vertex Pulling
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer

IV Performance
Performance Tuning for Tile-Based Architectures
Exploring Mobile vs. Desktop OpenGL Performance
Multi-GPU Rendering on NVIDIA Quadro
Improving Performance by Reducing Calls to the Driver
Efficient Layered Fragment Buffer Techniques
Looking at Atomic Counter Boundaries
Indexing Multiple Vertex Arrays

V Transfers
Asynchronous Buffer Transfers
Fermi Asynchronous Texture Transfers
WebGL Models: End-to-End
In-Game Video Capture with Real-Time Texture Compression
An OpenGL Friendly Geometry File Format and its Maya Exporter

VI Debugging and Profiling
The OpenGL Timer Query
A Real-Time Profiling Tool
Browser Graphics Analysis and Optimizations
Performance State Tracking
Monitoring Graphics Memory Usage
ARB_debug_output: A Helping Hand for Desperate Developers

VII Software Design
The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D
SceneJS: A WebGL-Based Scene Graph Engine
Features and Design Choices in SpiderGL
Multimodal Interactive Simulations on the Web
A Subset Approach to Using OpenGL and OpenGL ES
The Build Syndrome

Index

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