OpenGL Superbible: Comprehensive Tutorial and Reference

Author:   Graham Sellers ,  Richard Wright ,  Nicholas Haemel
Publisher:   Pearson Education (US)
Edition:   7th edition
ISBN:  

9780672337475


Pages:   880
Publication Date:   13 August 2015
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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OpenGL Superbible: Comprehensive Tutorial and Reference


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Overview

OpenGL SuperBible, 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 analysing GPU behaviour Supercharging performance with persistent maps, bindless textures, and fine-grained synchronisation Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP

Full Product Details

Author:   Graham Sellers ,  Richard Wright ,  Nicholas Haemel
Publisher:   Pearson Education (US)
Imprint:   Addison-Wesley Educational Publishers Inc
Edition:   7th edition
Dimensions:   Width: 18.00cm , Height: 4.00cm , Length: 23.00cm
Weight:   1.664kg
ISBN:  

9780672337475


ISBN 10:   0672337479
Pages:   880
Publication Date:   13 August 2015
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Graham Sellers, AMD Software Architect and Engineering Fellow, represents AMD at the OpenGL ARB. He has contributed to the core OpenGL specification and extensions, and holds several graphics and image processing patents.   Richard S. Wright, Jr., Senior Software Engineer for Software Bisque, developed multimedia astronomy and planetarium software using OpenGL. For more than a decade he taught OpenGL programming in Full Sail University’s game development degree program.   Nicholas Haemel, Director of Camera Software at NVIDIA, has represented NVIDIA at the Khronos Group standards body and authored many OpenGL extensions.

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