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OpenGL Development Cookbook
最新章節:
Index
ThebookiswritteninaCookbookformatwithpracticalrecipesaimedathelpingyouexploitOpenGLtoitsfullpotential.ThisbookistargetedtowardsintermediateOpenGLprogrammers.However,thosewhoarenewtoOpenGLandknowanalternateAPIlikeDirectXmightalsofindtheserecipesusefultocreateOpenGLanimations.
目錄(74章)
倒序
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Preface
- Chapter 1. Introduction to Modern OpenGL
- Introduction
- Setting up the OpenGL v3.3 core profile……
- Designing a GLSL shader class
- Rendering a simple colored triangle using shaders
- Doing a ripple mesh deformer using the vertex shader
- Dynamically subdividing a plane using the geometry shader
- Dynamically subdividing a plane using the geometry……
- Drawing a 2D image in a window using……
- Chapter 2. 3D Viewing and Object Picking
- Introduction
- Implementing a vector-based camera with FPS style input support
- Implementing the free camera
- Implementing the target camera
- Implementing view frustum culling
- Implementing object picking using the depth buffer
- Implementing object picking using color
- Implementing object picking using scene intersection queries
- Chapter 3. Offscreen Rendering and Environment Mapping
- Introduction
- Implementing the twirl filter using the fragment shader
- Rendering a skybox using static cube mapping
- Implementing a mirror with render-to-texture using FBO
- Rendering a reflective object using dynamic cube mapping
- Implementing area filtering ……
- Implementing the glow effect
- Chapter 4. Lights and Shadows
- Introduction
- Implementing per-vertex and per-fragment point lighting
- Implementing per-fragment directional light
- Implementing per-fragment point light with attenuation
- Implementing per-fragment spot light
- Implementing shadow mapping with FBO
- Implemeting shadow mapping with percentage closer filtering (PCF)
- Implementing variance shadow mapping
- Chapter 5. Mesh Model Formats and Particle Systems
- Introduction
- Implementing terrains using the height map
- Implementing 3ds model loading using separate buffers
- Implementing OBJ model loading using interleaved buffers
- Implementing EZMesh model loading
- Implementing simple particle system
- Chapter 6. GPU-based Alpha Blending and Global Illumination
- Introduction
- Implementing order-independent transparency using front-to-back peeling
- Implementing order-independent transparency using dual depth peeling
- Implementing screen space ambient occlusion (SSAO)
- Implementing global illumination using spherical harmonics lighting
- Implementing GPU-based ray tracing
- Implementing GPU-based path tracing
- Chapter 7. GPU-based Volume Rendering Techniques
- Introduction
- Implementing volume rendering using 3D texture slicing
- Implementing volume rendering using single-pass GPU ray casting
- Implementing pseudo-isosurface rendering in single-pass GPU ray casting
- Implementing volume rendering using splatting
- Implementing transfer function for volume classification
- Implementing polygonal isosurface……
- Implementing volumetric lighting using the half-angle slicing
- Chapter 8. Skeletal and Physically-based Simulation on the GPU
- Introduction
- Implementing skeletal animation using matrix palette skinning
- Implementing skeletal animation using dual quaternion skinning
- Modeling cloth using transform feedback
- Implementing collision detection and response……
- Implementing a particle system using transform feedback
- Index 更新時間:2021-08-13 17:03:45
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