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1. |
Record Nr. |
UNIBAS000002924 |
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Autore |
Kipling, Rudyard |
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Titolo |
Life's handicap : being stories of mine own people / by Rudyard Kipling |
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Pubbl/distr/stampa |
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Garden City (N.Y.) ; [New York] : Doubleday, Page : Review of reviews, 1914 |
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Descrizione fisica |
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Disciplina |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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2. |
Record Nr. |
UNINA9910462428303321 |
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Autore |
Cantor Diego |
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Titolo |
WebGL beginner's guide [[electronic resource] ] : become a master of 3D web programming in WebGL and JavaScript / / Diego Cantor, Brandon Jones |
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Pubbl/distr/stampa |
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Birmingham, England ; ; Mumbai, India, : Packt Publishing, c2012 |
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ISBN |
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1-280-87294-2 |
9786613714251 |
1-84969-173-8 |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 online resource (377 p.) |
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Collana |
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Learn by doing : less theory, more results |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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Computer graphics - Computer programs |
HTML (Document markup language) |
Internet programming |
JavaScript (Computer program language) |
Electronic books. |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with WebGL; System requirements; What kind of rendering does WebGL offer?; Structure of a WebGL application; Creating an HTML5 canvas; Time for action - creating an HTML5 canvas; Defining a CSS style for the border; Understanding canvas attributes; What if the canvas is not supported?; Accessing a WebGL context; Time for action - accessing the WebGL context; WebGL is a state machine; Time for action - setting up WebGL context attributes |
Using the context to access the WebGL APILoading a 3D scene; Virtual car showroom; Time for action - visualizing a finished scene; Summary; Chapter 2: Rendering Geometry; Vertices and Indices; Overview of WebGL's rendering pipeline; Vertex Buffer Objects (VBOs); Vertex shader; Fragment shader; Framebuffer; Attributes, uniforms, and varyings; Rendering geometry in WebGL; Defining a geometry using JavaScript arrays; Creating WebGL buffers; Operations to manipulate WebGL buffers; Associating attributes to VBOs; Binding a VBO; Pointing an attribute to the currently bound VBO |
Enabling the attributeRendering; The drawArrays and drawElements functions; Putting everything together; Time for action - rendering a square; Rendering modes; Time for action - rendering modes; WebGL as a state machine: buffer manipulation; Time for action - enquiring on the state of buffers; Advanced geometry loading techniques: JavaScript Object Notation (JSON) and AJAX; Introduction to JSON - JavaScript Object Notation; Defining JSON-based 3D models; JSON encoding and decoding; Time for action - JSON encoding and decoding; Asynchronous loading with AJAX; Setting up a web server |
Working around the web server requirementTime for action - loading a cone with AJAX + JSON; Summary; Chapter 3: Lights!; Lights, normals, and materials; Lights; Normals; Materials; Using lights, normals, and materials in the pipeline; Parallelism and the difference between attributes and uniforms; Shading methods and light reflection models; Shading/interpolation methods; Goraud interpolation; Phong interpolation; Light reflection models; Lambertian reflection model; Phong reflection model; ESSL-OpenGL ES Shading Language; Storage qualifier; Types; Vector components; Operators and functions |
Vertex attributesUniforms; Varyings; Vertex shader; Fragment shader; Writing ESSL programs; Goraud shading with Lambertian reflections; Time for action - updating uniforms in real time; Goraud shading with Phong reflections; Time for action - Goraud shading; Phong shading; Time for action - Phong shading with Phong lighting; Back to WebGL; Creating a program; Initializing attributes and uniforms; Bridging the gap between WebGL and ESSL; Time for action - working on the wall; More on lights: positional lights; Time for action - positional lights in action; Nissan GTS example; Summary |
Chapter 4: Camera |
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Sommario/riassunto |
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Become a master of 3D web programming in WebGL and JavaScript |
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3. |
Record Nr. |
UNINA9910453431503321 |
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Autore |
Banger Ravishekhar |
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Titolo |
OpenCL programming by example / / Ravishekhar Banger, Koushik Bhattacharyya |
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Pubbl/distr/stampa |
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Birmingham : , : Packt Publishing, , 2013 |
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ISBN |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 online resource (304 p.) |
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Collana |
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Community experience distilled |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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OpenCL (Computer program language) |
Paraelle programming (Computer science) |
Electronic books. |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello OpenCL; Advances in computer architecture; Different parallel programming techniques; OpenMP; MPI; OpenACC; CUDA; CUDA or OpenCL?; Renderscripts; Hybrid parallel computing model; Introduction to OpenCL; Hardware and software vendors; Advanced Micro Devices, Inc. (AMD); NVIDIA®; Intel®; ARM MaliTM GPUs; OpenCL components; An example OpenCL program; Basic software requirements; Windows; Linux; Installing and setting up an OpenCL compliant computer; Installation steps |
Installing OpenCL on a Linux system with an AMD graphics card Installing OpenCL on a Linux system with an NVIDIA graphics card; Installing OpenCL on a Windows system with an AMD graphics card; Installing OpenCL on a Windows system with an NVIDIA graphics card; Apple OSX; Multiple installations; Implement the SAXPY routine in OpenCL; Summary; References; Chapter 2: OpenCL Architecture; Platform model; AMD A10 5800K APUs; AMD RadeonTM HD 7870 Graphics Processor; NVIDIA® GeForce® GTC 680 GPU; Intel® IVY bridge; Platform versions; Query Platforms; Query devices; Execution model; NDRange |
OpenCL context OpenCL command queue; Memory model; Global memory; Constant memory; Local memory; Private memory; OpenCL |
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ICD; What is an OpenCL ICD?; Application scaling; Summary; Chapter 3: OpenCL Buffer Objects; Memory Objects; Creating Subbuffer objects; Histogram calculation; Algorithm; OpenCL Kernel Code; The Host Code; Reading and writing buffers; Blocking_read and Blocking_write; Rectangular or cuboidal reads; Copying buffers; Mapping buffer objects; Querying buffer objects; Undefined behavior of the cl_mem objects; Summary; Chapter 4: OpenCL Images; Creating images |
Image format descriptor cl_image_format Image details descriptor cl_image_desc; Passing image buffers to kernels; Samplers; Reading and writing buffers; Copying and filling images; Mapping image objects; Querying image objects; Image histogram computation; Summary; Chapter 5: OpenCL Program and Kernel Objects; Creating program objects; Creating and building program objects; OpenCL program building options; Querying program objects; Creating binary files; Offline and online compilation; SAXPY using the binary file; SPIR - Standard Portable Intermediate Representation; Creating kernel objects |
Setting kernel arguments Executing the kernels; Querying kernel objects; Querying kernel argument; Releasing program and kernel objects; Built-in kernels; Summary; Chapter 6: Events and Synchronization; OpenCL events and monitoring of these events; OpenCL event synchronization models; No synchronization needed; Single device in-order usage; Synchronization needed; Single device and out-of-order queue; Multiple devices and different OpenCL contexts; Multiple devices and single OpenCL context; Coarse grained synchronization; Event based or fine grained synchronization |
Getting information about cl_event |
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Sommario/riassunto |
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This book follows an example-driven, simplified, and practical approach to using OpenCL for general purpose GPU programming.If you are a beginner in parallel programming and would like to quickly accelerate your algorithms using OpenCL, this book is perfect for you! You will find the diverse topics and case studies in this book interesting and informative. You will only require a good knowledge of C programming for this book, and an understanding of parallel implementations will be useful, but not necessary. |
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