Graphics and Game Gems Database

Book List Article Search Author Search
OpenGL Insights
Edited by Patrick Cozzi and Christophe Riccio
CRC Press, 2012
ISBN 978-1-4398-9376-0
• Official book website

Contents

Teaching Computer Graphics Starting with Shader-Based OpenGL
Edward Angel
Pages 3–16
Transitioning Students to Post-Deprecation OpenGL
Mike Bailey
Pages 17–26
WebGL for OpenGL Developers
Patrick Cozzi, Scott Hunter
Pages 27–46
Porting Mobile Apps to WebGL
Ashraf Samy Hegab
Pages 47–60
The GLSL Shader Interfaces
Christophe Riccio
Pages 61–86
An Introduction to Tessellation Shaders
Philip Rideout, Dirk Van Gelder
Pages 87–104
Procedural Textures in GLSL
Stefan Gustavson
Pages 105–120
OpenGL SC Emulation Based on OpenGL and OpenGL ES
Hwanyong Lee, Nakhoon Baek
Pages 121–132
Mixing Graphics and Compute with Multiple GPUs
Alina Alt
Pages 133–142
GPU Tessellation: We Still Have a LOD of Terrain to Cover
António Ramires Fernandes, Bruno Oliveira
Pages 145–162
Antialiased Volumetric Lines Using Shader-Based Extrusion
Sébastien Hillaire
Pages 163–172
2D Shape Rendering by Distance Fields
Stefan Gustavson
Pages 173–181
Efficient Text Rendering in WebGL
Benjamin Encz
Pages 183–194
Layered Textures Rendering Pipeline
Dzmitry Malyshau
Pages 195–204
Depth of Field with Bokeh Rendering
Charles de Rousiers, Matt Pettineo
Pages 205–218
Real-Time Physically Based Deformation Using Transform Feedback
Muhammad Mobeen Movania, Lin Feng
Pages 231–246
Hierarchical Depth Culling and Bounding-Box Management on the GPU
Dzmitry Malyshau
Pages 247–258
Massive Number of Shadow-Casting Lights with Layered Rendering
Daniel Rákos
Pages 259–278
Efficient Layered Fragment Buffer Techniques
Pyarelal Knowles, Geoff Leach, Fabio Zambetta
Pages 279–292
Programmable Vertex Pulling
Daniel Rákos
Pages 293–300
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer
Cyril Crassin, Simon Green
Pages 303–318
Performance Tuning for Tile-Based Architectures
Bruce Merry
Pages 323–336
Exploring Mobile vs. Desktop OpenGL Performance
Jon McCaffrey
Pages 337–352
Improving Performance by Reducing Calls to the Driver
Sébastien Hillaire
Pages 353–364
Indexing Multiple Vertex Arrays
Arnaud Masserann
Pages 365–374
Multi-GPU Rendering on NVIDIA Quadro
Shalini Venkataraman
Pages 375–388
Asynchronous Buffer Transfers
Ladislav Hrabcak, Arnaud Masserann
Pages 391–414
Fermi Asynchronous Texture Transfers
Shalini Venkataraman
Pages 415–430
WebGL Models: End-to-End
Won Chun
Pages 431–454
In-Game Video Capture with Real-Time Texture Compression
Brano Kemen
Pages 455–466
An OpenGL-Friendly Geometry File Format and Its Maya Exporter
Adrien Herubel, Venceslas Biri
Pages 467–480
ARB_debug_output: A Helping Hand for Desperate Developers
António Ramires Fernandes, Bruno Oliveira
Pages 483–492
The OpenGL Timer Query
Christopher Lux
Pages 493–502
A Real-Time Profiling Tool
Lionel Fuentes
Pages 503–512
Browser Graphics Analysis and Optimizations
Chris Dirks, Omar A. Rodriguez
Pages 513–526
Performance State Tracking
Aleksander Dimitrijević
Pages 527–534
Monitoring Graphics Memory Usage
Aleksander Dimitrijević
Pages 535–540
The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D
Daniel Koch, Nicolas Capens
Pages 543–570
SceneJS: A WebGL-Based Scene Graph Engine
Lindsay Kay
Pages 571–582
Features WebGL and Design Choices in SpiderGL
Marco Di Benedetto, Fabio Ganovelli, Francesco Banterle
Pages 583–604
Multimodal Interactive Simulations on the Web
Tansel Halic, Woojin Ahn, Suvranu De
Pages 605–620
A Subset Approach to Using OpenGL and OpenGL ES
Jesse Barker, Alexandros Frantzis
Pages 621–634
The Build Syndrome
Jochem van der Spek, Daniel Dekkers
Pages 635–656