OpenGL Development Cookbook

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Author(s): Muhammad Mobeen Movania
Publisher: Packt Publishing
Year: 2013

Language: English
Pages: 326

Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Introduction to Modern OpenGL
Introduction
Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries
Designing a GLSL shader class
Rendering a simple colored triangle using shaders
Doing a ripple mesh deformer using vertex shader
Dynamically subdividing a plane using the geometry shader
Dynamically subdividing a plane using the geometry shader with instanced rendering
Drawing a 2D image in a window using the fragment shader and the SOIL image loading library
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 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 (sharpening/blurring/embossing) on an image using convolution
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 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 extraction using the Marching Tetrahedra algorithm
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 on a transform feedback-based cloth model
Implementing a particle system using transform feedback
Index