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Viser: OpenGL Superbible - Comprehensive Tutorial and Reference
OpenGL Superbible Vital Source e-bog
Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
(2015)
OpenGL Superbible Vital Source e-bog
Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
(2015)
OpenGL Superbible Vital Source e-bog
Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
(2015)
OpenGL Superbible
Comprehensive Tutorial and Reference
Graham Sellers, Richard Wright, Nicholas Haemel og Richard Wright
(2015)
Sprog: Engelsk
om ca. 10 hverdage
Detaljer om varen
- 7. Udgave
- Vital Source 180 day rentals (dynamic pages)
- Udgiver: Pearson International (Juli 2015)
- Forfattere: Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
- ISBN: 9780134193113R180
Bookshelf online: 180 dage fra købsdato.
Bookshelf appen: 180 dage fra købsdato.
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Detaljer om varen
- 7. Udgave
- Vital Source 90 day rentals (dynamic pages)
- Udgiver: Pearson International (Juli 2015)
- Forfattere: Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
- ISBN: 9780134193113R90
Bookshelf online: 90 dage fra købsdato.
Bookshelf appen: 90 dage fra købsdato.
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Detaljer om varen
- 7. Udgave
- Vital Source 365 day rentals (dynamic pages)
- Udgiver: Pearson International (Juli 2015)
- Forfattere: Graham Sellers, Richard S Wright Jr. og Nicholas Haemel
- ISBN: 9780134193113R365
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: 5 år fra købsdato.
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Print: 2 sider kan printes ad gangen
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Detaljer om varen
- 7. Udgave
- Paperback: 880 sider
- Udgiver: Pearson Education, Limited (August 2015)
- Forfattere: Graham Sellers, Richard Wright, Nicholas Haemel og Richard Wright
- ISBN: 9780672337475
OpenGL® 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.
Part I: Foundations
Chapter 1: Introduction
Chapter 2: Our First OpenGL Program
Chapter 3: Following the Pipeline
Chapter 4: Math for 3D Graphics
Chapter 5: Data
Chapter 6: Shaders and Programs
Part II: In Depth
Chapter 7: Vertex Processing and Drawing Commands
Chapter 8: Primitive Processing
Chapter 9: Fragment Processing and the Framebuffer
Chapter 10: Compute Shaders
Chapter 11: Advanced Data Management
Chapter 12: Controlling and Monitoring the PipelinePart III: In Practice
Chapter 13: Rendering Techniques
Chapter 14: High-Performance OpenGL
Chapter 15: Debugging and Stability Appendix A: Further Reading Appendix B: The SBM File Format Appendix C: The SuperBible Tools Glossary Index