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OpenGL Data Visualization Cookbook
最新章節(jié):
Index
Thisbookisaimedatanyoneinterestedincreatingimpressivedatavisualizationtoolsusingmoderngraphicshardware.Whetheryouareadeveloper,engineer,orscientist,ifyouareinterestedinexploringthepowerofOpenGLfordatavisualization,thisbookisforyou.WhilefamiliaritywithC/C++isrecommended,nopreviousexperiencewithOpenGLisassumed.
目錄(74章)
倒序
- coverpage
- OpenGL Data Visualization Cookbook
- Credits
- About the Authors
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Sections
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting Started with OpenGL
- Introduction
- Setting up a Windows-based development platform
- Setting up a Mac-based development platform
- Setting up a Linux-based development platform
- Installing the GLFW library in Windows
- Installing the GLFW library in Mac OS X and Linux
- Creating your first OpenGL application with GLFW
- Compiling and running your first OpenGL application in Windows
- Compiling and running your first OpenGL application in Mac OS X or Linux
- Chapter 2. OpenGL Primitives and 2D Data Visualization
- Introduction
- OpenGL primitives
- Creating a 2D plot using primitives
- Real-time visualization of time series
- 2D visualization of 3D/4D datasets
- Chapter 3. Interactive 3D Data Visualization
- Introduction
- Setting up a virtual camera for 3D rendering
- Creating a 3D plot with perspective rendering
- Creating an interactive environment with GLFW
- Rendering a volumetric dataset – MCML simulation
- Chapter 4. Rendering 2D Images and Videos with Texture Mapping
- Introduction
- Getting started with modern OpenGL (3.2 or higher)
- Setting up the GLEW GLM SOIL and OpenCV libraries in Windows
- Setting up the GLEW GLM SOIL and OpenCV libraries in Mac OS X/Linux
- Creating your first vertex and fragment shader using GLSL
- Rendering 2D images with texture mapping
- Real-time video rendering with filters
- Chapter 5. Rendering of Point Cloud Data for 3D Range-sensing Cameras
- Introduction
- Getting started with the Microsoft Kinect (PrimeSense) 3D range-sensing camera
- Capturing raw data from depth-sensing cameras
- OpenGL point cloud rendering with texture mapping and overlays
- Chapter 6. Rendering Stereoscopic 3D Models using OpenGL
- Introduction
- Installing the Open Asset Import Library (Assimp)
- Loading the first 3D model in the Wavefront Object (.obj) format
- Rendering 3D models with points lines and triangles
- Stereoscopic 3D rendering
- Chapter 7. An Introduction to Real-time Graphics Rendering on a Mobile Platform using OpenGL ES 3.0
- Introduction
- Setting up the Android SDK
- Setting up the Android Native Development Kit (NDK)
- Developing a basic framework to integrate the Android NDK
- Creating your first Android application with OpenGL ES 3.0
- Chapter 8. Interactive Real-time Data Visualization on Mobile Devices
- Introduction
- Visualizing real-time data from built-in Inertial Measurement Units (IMUs)
- Part I – handling multi-touch interface and motion sensor inputs
- Part II – interactive real-time data visualization with mobile GPUs
- Chapter 9. Augmented Reality-based Visualization on Mobile or Wearable Platforms
- Introduction
- Getting started I: Setting up OpenCV on Android
- Getting started II: Accessing the camera live feed using OpenCV
- Displaying real-time video using texture mapping
- Augmented reality-based data visualization over real-world scenes
- Index 更新時間:2021-07-16 20:42:49
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