OpenGL Insights / Edition 1

OpenGL Insights / Edition 1

ISBN-10:
1439893764
ISBN-13:
9781439893760
Pub. Date:
07/23/2012
Publisher:
Taylor & Francis
ISBN-10:
1439893764
ISBN-13:
9781439893760
Pub. Date:
07/23/2012
Publisher:
Taylor & Francis
OpenGL Insights / Edition 1

OpenGL Insights / Edition 1

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Overview

Get 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 of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling.

Sharpen Your Skills
Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.


Product Details

ISBN-13: 9781439893760
Publisher: Taylor & Francis
Publication date: 07/23/2012
Series: OpenGL, OpenGL Es, and Webgl Community Experiences
Edition description: New Edition
Pages: 712
Product dimensions: 7.20(w) x 9.50(h) x 1.40(d)

About the Author

Patrick Cozzi leads the graphics development of Cesium, an open source WebGL virtual globe for the aerospace, defense, and GIS communities, at Analytical Graphics, Inc. He also teaches GPU programming and architecture at the University of Pennsylvania, where he earned a master’s degree in computer and information science.

Christophe Riccio currently works for AMD and is an active member of the OpenGL community, contributing to OpenGL specifications, developing tools for the official OpenGL SDK, and writing articles at G-Truc Creation. He previously worked at e-on software and Imagination Technologies. He earned a master’s degree in computer game programming from Teesside University.

Table of Contents

Discovering. Rendering. Bending the Pipeline. Performance. Transfers. Debugging and Profiling. Software Design. Index.

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