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Автор: Next от 14-07-2016, 12:27
Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language. With GLSL you can execute code on your GPU (aka graphics card). More sophisticated effects can be achieved with this technique. Therefore, knowing how OpenGL works and how each shader type interacts with each other, as well as how they are integrated into the system, is imperative for graphic programmers. This knowledge is crucial in order to be familiar with the mechanisms for rendering 3D objects. GLSL Essentials is the only book on the market that teaches you about shaders from the very beginning. It shows you how graphics programming has evolved, in order to understand why you need each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how they
Автор: Next от 25-10-2015, 20:43
Описаны основы использования и структура OpenGL, функции для построенияпостроения вершин и примитивов, преобразования координат, использование материалов и освещения, спецэффекты и др. В приложении пособия приведены примеры программ на С++
Автор: Next от 25-10-2015, 20:40
OpenGL (Open Graphics Library – открытая графическая библиотека) содержит несколько сотен процедур и функций, которые обеспечивают формирование любого 3-мерного образа на экране компьютера. Библиотека OpenGL не требует специальной установки. Все ее процедуры реализованы в файлах opengl 32.dll и glu 32.dll, поставляемых вместе с OS Windows в каталоге System32. В настоящем пособии изложение процедур и функций библиотеки OpenGL сопровождается интерактивными иллюстрациями и примерами конкретного кода на языке C# с применением этих функций. Программный код в целом образует решение (solution), состоящее из отдельных проектов, участвующих в иллюстрирующем приложении.
Автор: Next от 25-10-2015, 20:38
Компьютерная графика широко используется для наглядности восприятия и передачи информации. Знание её основ в наше врем необходимо любому программисту. Эта книга является практическим пособием по созданию и обработке трёхмерных образов с использованием графического стандарта OpenGL, который предоставляет широкие возможности, поддерживая при этом простейшую модель программирования.
Автор: Next от 25-10-2015, 20:30
Практическое пособие по разработке кросс-платформенных шейдеров на языке OpenGL Shader Language (GLSL) в среде RenderMonkey для использования в операционных системах Windows и Linux с различными версиями библиотеки OpenGL. Рассматривается написание и отладка вершинных и фрагментных шейдеров, использование шумовой функции в моделировании и основных моделей освещения, моделирование преломления и дифракции, обработка изображений на GLSL, работа с полигональными моделями, практическое применение GLSL в программах на C и работа с библиотеками libCamera, libTexture и libTexture3D.
Автор: Next от 25-10-2015, 20:18
Written with a fast-paced but friendly and engaging approach, this Packt Beginner's Guide is designed to be placed alongside the computer as your guide and mentor. Step-by-step tutorials are bolstered by explanations of the reasoning behind what you are doing. You will quickly pick up the necessary skills, tips, and tricks for creating successful 3D graphics with practical examples that help you to learn by experiment and play. This book is intended for software developers who are new to OpenSceneGraph and considering using it in their applications. It is assumed that you have basic knowledge of C++ before using this book, especially the standard template library (STL) constructs, of which OSG makes extensive use. Some familiarity with design patterns as implemented in C++ is also useful, but is not required. You need to be familiar with OpenGL, the standard cross-platform low-level 3D graphics API. We'll meet some maths in the book—geometry and linear algebra—and familiarity with
Автор: Next от 25-10-2015, 20:15
OpenSceneGraph is an open source 3D graphics application programming interface, used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization, and modeling. Familiar with its concepts and APIs, and need to improve your knowledge? This book is here to help. With exactly 100 recipes, it will enrich your experience and take you to the next level. OpenSceneGraph 3 Cookbook will escort you into the world of real-time 3D development with OpenSceneGraph, the world famous 3D graphics engine. The book assumes that you are already familiar with some basic concepts, and provides 100 vivid recipes to demonstrate how to utilize the API flexibly and how to implement some practical aspects.
Автор: Next от 25-10-2015, 20:09
OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL®Programming Guide, Seventh Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version2.1.
Автор: Next от 25-10-2015, 20:02
This document describes the OpenGL graphics system: what it is, how it acts, and what is required to implement it. We assume that the reader has at least a rudi-mentary understanding of computer graphics. This means familiarity with the es-sentials of computer graphics algorithms as well as familiarity with basic graphics hardware and associated terms.
Автор: Next от 25-10-2015, 19:57
OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
Автор: Next от 25-10-2015, 19:54
The mobile phone is by far the most widely available device with rendering capabilities in the world, and it is very likely that this will continue to be the case. However, this ubiquitous tool may not continue to be centered around its phone function for much longer, as it evolves more and more into a multifaceted device, which you might want to call a mobile Gizmo (see Bruce Sterling’s keynote at SIGGRAPH2004). Inevitably, graphics is becoming a core part of such a Gizmo. The pivotal role of graphics in the future of the Gizmo, and the fact that these devices are spread out (quite evenly, compared to other rendering platforms) over the entire globe, makes the mobile phone an incredibly exciting platform on which to develop graphics. Over the past few years, I have done quite a lot of research on mobile graphics and energy-efficient graphics hardware targeting these platforms. I believe that the authors of this book and I share the vision of omnipresent three-dimensional graphics on
Автор: Next от 25-10-2015, 19:36
Advanced Methods in Computer Graphics provides an in-depth analysis of a selection of topics that are important in the areas of character animation and game development. The discussion of a wide range of algorithms and their implementation aspects presented in the book will serve as a useful reference for researchers and practitioners in computer graphics. Students will find the book to be a valuable resource in their study of advanced graphics concepts. The key topics covered in the book are hierarchical modelling and transformations using scene graphs, skeletal animation, forward and inverse kinematics solutions, quaternion based rotation interpolation, mesh processing and collision detection algorithms.
Автор: Next от 25-10-2015, 19:32
This book is a concise introduction to OpenSceneGraph (OSG)—the open source, cross-platform scene graph application programmer interface (API). OSG plays a key role in the 3D application software stack. It's the middleware above the lower-level OpenGL hardware abstraction layer (HAL), providing extensive higher-level rendering, I/O, and spatial organization functionality to the 3D application
Автор: Next от 25-10-2015, 19:25
OpenGL Distilled is a concise book about the essential, commonly used features of modern OpenGL, the industry-standard cross-platform API for high-performance 3D computer graphics. By focusing on essential OpenGL features, eliminating discussion of algorithms, and pointing the reader to sources of additional information, OpenGL Distilled provides useful information quickly and concisely.
Автор: Next от 25-10-2015, 19:16
The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.
Автор: Next от 25-10-2015, 19:11
Many of the designations used by manufacturers and sellers to distinguish their prod-ucts are claimed as trademarks. Where those designations appear in this book, and Ad-dison-Wesley was aware of a trademark claim, the designations have been printed ininitial capital letters or ail capital letters.The author and publisher have taken care in preparation of this book, but make noexpressed or implied warranty of any kind and assume no responsibility for errors oromissions. No liability is assumed for incidental or consequential damages in connec-tion with or arising out of the use of the information or programs contained herein.The source code in this book was developed by Mark J. Kilgard and is copyright ©1996 by Mark J. Kilgard. The author's programs are hOt in the public domain, but theymay be freely distributed without licensing fees.
Автор: Next от 25-10-2015, 19:07
"Cg is the key to unlocking the power of a new generation of programmable graphics hardware. This book is the definitive introduction to Cg, and will be essential for anyone programming high-quality real-time graphics. The Cg Tutorial will teach you to use Cg to create effects never before available for real-time applications." -Larry Gritz, Author of Advanced RenderMan (Morgan Kaufmann, 2000) "An important and timely book: Pixel-level procedural textures-animated clouds, fire, water, the whole bag of procedural tricks-finally go from the movie screen to the desktop. Access to computation of this power through a C-like language will usher in an exciting new era for the graphics community." -Ken Perlin, Professor, New York University
Автор: Next от 25-10-2015, 18:57
This book is an introduction to 3-D computer graphics with particular emphasis on fundamentals and the mathematics underlying computer graphics. It includes descriptions of how to use the cross-platform OpenGL programming environment. It also includes source code for a ray tracing software package. (Accompanying software is available freely from the book’s Web site.) Topics include a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bezier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and color theory. The book also covers some aspects of animation, including quaternions, orientation, and inverse kinematics.
Автор: Next от 25-10-2015, 18:37
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.
Автор: Next от 25-10-2015, 17:36
OpenGL SuperBible, 5th Edition is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB's latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.
Автор: Next от 25-10-2015, 17:23
Рассматриваются основы DirectX, показаны приемы работы с фиксированным и программируемым графическими конвейерами, дана информация по применению профайлера PIX for Windows, необходимого для отладки программ в DirectX, подробно представлена информация об инструментариях ATI RenderMonkey 1.5 и NVIDIA FX Composer 1.5, позволяющих создавать и отлаживать шейдеры в DirectX и OpenGL.
Автор: Next от 25-10-2015, 17:19
Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment.
Автор: Next от 25-10-2015, 17:15
From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies.
Автор: Next от 25-10-2015, 17:02
Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps.
Автор: Next от 25-10-2015, 16:58
OpenGL SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.
Автор: Next от 25-10-2015, 16:53
Эта книга — введение в мир программирования компьютерной графики. Графические системы становятся лучше, быстрее и дешевле. Каждый год изобретается множество новых технических приемов, однако основные принципы и подходы к программированию по-прежнему остаются неизменными. Автор написал в высшей степени практичный и доступный для восприятия текст, отличающийся основательным и интегрированным подходом. Понятия тщательно определены; их математические основы разъяснены, доказана важность каждого рассмотренного понятия. Книга показывает читателю, как переводить математические представления в программный код, и демонстрирует результат. Предлагаемое новое издание предоставляет самую современную информацию в области компьютерной графики.
Автор: Next от 25-10-2015, 16:49
Задачи, связанные с различными аспектами компьютерной графики, возникают в самых различных сферах применения информационных технологий. Иногда они являются основой системы, как в играх и некоторых тренажерах, чаще играют важную вспомогательную роль, как в системах обучения, моделирования, управления технологическими процессами. Невозможно представить себе разработку компьютерной графики без использования технологий OpenGL и DirectX. В этой книге максимально подробно описываются обе эти технологии. Помимо рассмотрения плоской и трехмерной графики, отдельная глава посвящена проблемам создания стереоизображений. Эта перспективная модель графики до сих пор не рассматривалась так подробно, и данная книга ликвидирует этот пробел.
Автор: Next от 25-10-2015, 16:40
Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more
Автор: Next от 25-10-2015, 16:36
Книга посвящена использованию новых возможностей OpenGL версий 1.2 и выше в приложениях, разрабатываемых в Microsoft Visual Studio .NET 2002, использующих язык C++. Начиная с простых примеров, подробно и последовательно рассматривается использование средств NVIDIA OpenGL и расширений OpenGL для загрузки текстур из файлов форматов TGA и JPG, экспорт моделей из 3D Studio MAX, хранение данных в ZIP-архивах, отсечения невидимой геометрии, моделирования глянцевых объектов и т.д. Большое внимание уделяется вопросам оптимизации и ускорения работы приложений. Книга содержит практические решения проблем, возникающих при программировании игр и других приложений, нуждающихся в высокопроизводительной графической подсистеме.
Автор: Next от 25-10-2015, 16:31
OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ® ES ™ 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware,

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