Record ID | marc_columbia/Columbia-extract-20221130-034.mrc:6640602:4821 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:6640602:4821?format=raw |
LEADER: 04821cam a2200541Mu 4500
001 16614108
005 20220627125828.0
006 m o d
007 cr unu||||||||
008 121121s2012 xx ob 000 0 eng d
035 $a(OCoLC)ocn798535718
035 $a(NNC)16614108
040 $aEBLCP$beng$epn$cEBLCP$dOCLCQ$dDEBSZ$dZ5A$dOCLCO$dOCLCQ$dOCLCO$dCOO$dOCLCF$dCRCPR$dOCLCQ$dMERUC$dOCLCQ$dOCLCO$dUUM$dCEF$dAU@$dOCLCQ$dOCLCO$dYDX$dUKAHL$dOCLCQ$dOCLCO$dK6U$dOCLCO
020 $a9781439893777
020 $a1439893772
020 $z9781439893760$q(hardcover ;$qalk. paper)
035 $a(OCoLC)798535718
050 4 $aT385 .C6695 2012
082 04 $a006.6/8$a006.68
049 $aZCUA
100 1 $aCozzi, Patrick.
245 10 $aOpenGL Insights.
260 $aHoboken :$bCRC Press,$c2012.
300 $a1 online resource (708 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
505 0 $aFront Cover; Dedication; Contents; Foreword; Preface; Tips; I. Discovering; 1. Teaching Computer Graphics Starting with Shader-Based OpenGL; 2. Transitioning Students to Post-Deprecation OpenGL; 3. WebGL for OpenGL Developers; 4. Porting Mobile Apps to WebGL; 5. The GLSL Shader Interfaces; 6. An Introduction to Tessellation Shaders; 7. Procedural Textures in GLSL; 8. OpenGL SC Emulation Based on OpenGL and OpenGL ES; 9. Mixing Graphics and Compute with Multiple GPUs; II. Rendering Techniques; 10. GPU Tessellation: We Still Have a LOD of Terrain to Cover.
505 8 $a11. Antialiased Volumetric Lines Using Shader-Based Extrusion12. 2D Shape Rendering by Distance Fields; 13. Efficient Text Rendering in WebGL; 14. Layered Textures Rendering Pipeline; 15. Depth of Field with Bokeh Rendering; 16. Shadow Proxies; III. Bending the Pipeline; 17. Real-Time Physically Based Deformation Using Transform Feedback; 18. Hierarchical Depth Culling and Bounding-BoxManagement on the GPU; 19. Massive Number of Shadow-Casting Lights with Layered Rendering; 20. Efficient Layered Fragment Buffer Techniques; 21. Programmable Vertex Pulling.
505 8 $a22. Octree-Based Sparse Voxelization Using the GPU Hardware RasterizerIV. Performance; 23. Performance Tuning for Tile-Based Architectures; 24. Exploring Mobile vs. Desktop OpenGL Performance; 25. Improving Performance by Reducing Calls to the Driver; 26. Indexing Multiple Vertex Arrays; 27. Multi-GPU Rendering on NVIDIA Quadro; V. Transfers; 28. Asynchronous Buffer Transfers; 29. Fermi Asynchronous Texture Transfers; 30. WebGL Models: End-to-End; 31. In-Game Video Capture with Real-Time Texture Compression; 32. An OpenGL-Friendly Geometry File Format and Its Maya Exporter.
505 8 $aVI. Debugging and Profiling33. ARB debug output: A Helping Hand for Desperate Developers; 34. The OpenGL Timer Query; 35. A Real-Time Profiling Tool; 36. Browser Graphics Analysis and Optimizations; 37. Performance State Tracking; 38. Monitoring Graphics Memory Usage; VII. Software Design; 39. The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D; 40. SceneJS: A WebGL-Based Scene Graph Engine; 41. Features and Design Choices in SpiderGL; 42. Multimodal Interactive Simulations on the Web; 43. A Subset Approach to Using OpenGL and OpenGL ES; 44. The Build Syndrome; About the Contributors.
520 $aGet 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.
588 0 $aPrint version record.
504 $aIncludes bibliographical references.
630 00 $aOpenGL.
630 07 $aOpenGL.$2fast$0(OCoLC)fst01380188
650 0 $aRendering (Computer graphics)
650 6 $aRendu (Infographie)
650 7 $aCOMPUTERS$xImage Processing.$2bisacsh
650 7 $aCOMPUTERS$xDigital Media$xGraphics Applications.$2bisacsh
650 7 $aPHOTOGRAPHY$xTechniques$xDigital.$2bisacsh
650 7 $aTECHNOLOGY & ENGINEERING$xImaging Systems.$2bisacsh
650 7 $aRendering (Computer graphics)$2fast$0(OCoLC)fst01747023
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aCozzi, Patrick.$tOpenGL Insights.$dHoboken : CRC Press, ©2012$z9781439893760
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16614108$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS