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OpenGL superbible : comprehensive tutorial and reference / Richard S. Wright ... [et al.].

Contributor(s): Wright, Richard S | Sellers, Graham | Haemel, NicholasBoston, Mass. ; London : Addison-Wesley, c2016Edition: 7th editionDescription: xli, 827 pages : illustrations (some col.) ; 23 cmContent type: text Media type: unmediated Carrier type: volume001: 28099ISBN: 9780672337475Subject(s): OpenGL | Computer graphics | Software interfaceDDC classification: 006.66 WRI

Enhanced descriptions from Syndetics:

OpenGLĀ® SuperBible, Seventh Edition, is the definitive programmer's guide, tutorial, and reference for OpenGL 4.5, the world's leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL's newest APIs; key extensions; shaders; and essential, related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development--both desktop and mobile.

The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.

This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.

Coverage includes

A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com .

Table of contents provided by Syndetics

  • Figures (p. xv)
  • Tables (p. xxi)
  • Listings (p. xxiii)
  • Foreword (p. xxxi)
  • Preface (p. xxxiii)
  • Acknowledgments (p. xxxix)
  • About the Author (p. xli)
  • Part I Foundations (p. 1)
  • Chapter 1 Introduction (p. 3)
  • OpenGL and the Graphics Pipeline (p. 4)
  • The Origins and Evolution of OpenGL (p. 6)
  • Primitives, Pipelines, and Pixels (p. 10)
  • Summary (p. 11)
  • Chapter 2 Our First OpenGL Program (p. 13)
  • Creating a Simple Application (p. 14)
  • Using Shaders (p. 17)
  • Drawing Our First Triangle (p. 24)
  • Summary (p. 26)
  • Chapter 3 Following the Pipeline (p. 27)
  • Passing Data to the Vertex Shader (p. 28)
  • Passing Data from Stage to Stage (p. 30)
  • Tessellation (p. 33)
  • Geometry Shaders (p. 37)
  • Primitive Assembly, Clipping, and Rasterization (p. 39)
  • Fragment Shaders (p. 43)
  • Framebuffer Operations (p. 47)
  • Compute Shaders (p. 48)
  • Using Extensions in OpenGL (p. 49)
  • Summary (p. 54)
  • Chapter 4 Math for 3D Graphics (p. 55)
  • Is This the Dreaded Math Chapter (p. 56)
  • A Crash Course in 3D Graphics Math (p. 57)
  • Understanding Transformations (p. 69)
  • Interpolation, Lines, Curves, and Splines (p. 89)
  • Summary (p. 97)
  • Chapter 5 Data (p. 99)
  • Buffers (p. 100)
  • Uniforms (p. 117)
  • Shader Storage Blocks (p. 140)
  • Atomic Counters (p. 147)
  • Textures (p. 152)
  • Summary (p. 203)
  • Chapter 6 Shaders and Programs (p. 205)
  • Language Overview (p. 206)
  • Compiling, Linking, and Examining Programs (p. 219)
  • Summary (p. 238)
  • Part II In Depth (p. 239)
  • Chapter 7 Vertex Processing and Drawing Commands (p. 241)
  • Vertex Processing (p. 242)
  • Drawing Commands (p. 249)
  • Storing Transformed Vertices (p. 278)
  • Clipping (p. 296)
  • Summary (p. 303)
  • Chapter 8 Primitive Processing (p. 305)
  • Tessellation (p. 306)
  • Geometry Shaders (p. 333)
  • Summary (p. 364)
  • Chapter 9 Fragment Processing and the Framebuffer (p. 365)
  • Fragment Shaders (p. 366)
  • Per-Fragment Tests (p. 369)
  • Color Output (p. 382)
  • Off-Screen Rendering (p. 390)
  • Antialiasing (p. 412)
  • Advanced Framebuffer Formats (p. 428)
  • Point Sprites (p. 448)
  • Getting at Your Image (p. 458)
  • Summary (p. 466)
  • Chapter 10 Compute Shaders (p. 467)
  • Using Compute Shaders (p. 468)
  • Examples (p. 479)
  • Summary (p. 502)
  • Chapter 11 Advanced Data Management (p. 503)
  • Eliminating Binding (p. 504)
  • Sparsely Populated Textures (p. 509)
  • Texture Compression (p. 516)
  • Packed Data Formats (p. 525)
  • High-Quality Texture Filtering (p. 527)
  • Summary (p. 531)
  • Chapter 12 Controlling and Monitoring the Pipeline (p. 533)
  • Queries (p. 534)
  • Synchronization in OpenGL (p. 556)
  • Summary (p. 562)
  • Part III In Practice (p. 565)
  • Chapter 13 Rendering Techniques (p. 567)
  • Lighting Models (p. 568)
  • Non-Photo-Realistic Rendering (p. 610)
  • Alternative Rendering Methods (p. 613)
  • Two-Dimensional Graphics (p. 647)
  • Summary (p. 659)
  • Chapter 14 High-Performance OpenGL (p. 661)
  • Optimizing CPU Performance (p. 661)
  • Low-Overhead OpenGL (p. 677)
  • Performance Analysis Tools (p. 699)
  • Summary (p. 726)
  • Chapter 15 Debugging and Stability (p. 729)
  • Debugging Your Applications (p. 730)
  • Security and Robustness (p. 737)
  • Summary (p. 742)
  • Appendix A Further Reading (p. 743)
  • Appendix B The SBM File Format (p. 749)
  • Appendix C The SuperBible Tools (p. 759)
  • Glossary (p. 797)
  • Index (p. 805)

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