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3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
Autore Cozzi Patrick
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Descrizione fisica 1 online resource (514 pages) : illustrations (some color), tables, photographs
Disciplina 005.75/8
Soggetto topico Search engines - Programming
Web search engines
Three-dimensional imaging
Digital mapping
Texture mapping
Soggetto genere / forma Electronic books.
ISBN 0-429-10846-X
1-56881-711-8
1-4398-6558-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto chapter 1 Introduction -- chapter 2 Math Foundations -- chapter 3 Renderer Design -- chapter 4 Globe Rendering -- chapter 5 Vertex Transform Precision -- chapter 6 Depth Buffer Precision -- chapter 7 Vector Data and Polylines -- chapter 8 Polygons -- chapter 9 Billboards -- chapter 10 Exploiting Parallelism in Resource Preparation -- chapter 11 Terrain Basics -- chapter 12 Massive-Terrain Rendering -- chapter 13 Geometry Clipmapping -- chapter 14 Chunked LOD.
Record Nr. UNINA-9910463821703321
Cozzi Patrick  
Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
Autore Cozzi Patrick
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Descrizione fisica 1 online resource (514 pages) : illustrations (some color), tables, photographs
Disciplina 005.75/8
Soggetto topico Search engines - Programming
Web search engines
Three-dimensional imaging
Digital mapping
Texture mapping
ISBN 0-429-10846-X
1-56881-711-8
1-4398-6558-2
Classificazione COM012000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto chapter 1 Introduction -- chapter 2 Math Foundations -- chapter 3 Renderer Design -- chapter 4 Globe Rendering -- chapter 5 Vertex Transform Precision -- chapter 6 Depth Buffer Precision -- chapter 7 Vector Data and Polylines -- chapter 8 Polygons -- chapter 9 Billboards -- chapter 10 Exploiting Parallelism in Resource Preparation -- chapter 11 Terrain Basics -- chapter 12 Massive-Terrain Rendering -- chapter 13 Geometry Clipmapping -- chapter 14 Chunked LOD.
Record Nr. UNINA-9910788060303321
Cozzi Patrick  
Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring
Autore Cozzi Patrick
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Descrizione fisica 1 online resource (514 pages) : illustrations (some color), tables, photographs
Disciplina 005.75/8
Soggetto topico Search engines - Programming
Web search engines
Three-dimensional imaging
Digital mapping
Texture mapping
ISBN 0-429-10846-X
1-56881-711-8
1-4398-6558-2
Classificazione COM012000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto chapter 1 Introduction -- chapter 2 Math Foundations -- chapter 3 Renderer Design -- chapter 4 Globe Rendering -- chapter 5 Vertex Transform Precision -- chapter 6 Depth Buffer Precision -- chapter 7 Vector Data and Polylines -- chapter 8 Polygons -- chapter 9 Billboards -- chapter 10 Exploiting Parallelism in Resource Preparation -- chapter 11 Terrain Basics -- chapter 12 Massive-Terrain Rendering -- chapter 13 Geometry Clipmapping -- chapter 14 Chunked LOD.
Record Nr. UNINA-9910828919703321
Cozzi Patrick  
Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OpenGL insights / / edited by Patrick Cozzi and Christophe Riccio
OpenGL insights / / edited by Patrick Cozzi and Christophe Riccio
Autore Cozzi Patrick
Edizione [1st edition]
Pubbl/distr/stampa Boca Raton, FL, : CRC Press, c2012
Descrizione fisica 1 online resource (708 p.)
Disciplina 006.6/8
Altri autori (Persone) CozziPatrick
RiccioChristophe
Soggetto topico Computer graphics
Rendering (Computer graphics)
ISBN 0-429-11289-0
1-4398-9377-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Dedication; Contents; Foreword; Preface; Tips; I. Discovering; 1. Teaching Computer Graphics Starting with Shader-Based OpenGL; 2. Transitioning Students to Post-Deprecation OpenGL; 3. WebGL for OpenGL Developers; 4. Porting Mobile Apps to WebGL; 5. The GLSL Shader Interfaces; 6. An Introduction to Tessellation Shaders; 7. Procedural Textures in GLSL; 8. OpenGL SC Emulation Based on OpenGL and OpenGL ES; 9. Mixing Graphics and Compute with Multiple GPUs; II. Rendering Techniques; 10. GPU Tessellation: We Still Have a LOD of Terrain to Cover
11. Antialiased Volumetric Lines Using Shader-Based Extrusion12. 2D Shape Rendering by Distance Fields; 13. Efficient Text Rendering in WebGL; 14. Layered Textures Rendering Pipeline; 15. Depth of Field with Bokeh Rendering; 16. Shadow Proxies; III. Bending the Pipeline; 17. Real-Time Physically Based Deformation Using Transform Feedback; 18. Hierarchical Depth Culling and Bounding-BoxManagement on the GPU; 19. Massive Number of Shadow-Casting Lights with Layered Rendering; 20. Efficient Layered Fragment Buffer Techniques; 21. Programmable Vertex Pulling
22. Octree-Based Sparse Voxelization Using the GPU Hardware RasterizerIV. Performance; 23. Performance Tuning for Tile-Based Architectures; 24. Exploring Mobile vs. Desktop OpenGL Performance; 25. Improving Performance by Reducing Calls to the Driver; 26. Indexing Multiple Vertex Arrays; 27. Multi-GPU Rendering on NVIDIA Quadro; V. Transfers; 28. Asynchronous Buffer Transfers; 29. Fermi Asynchronous Texture Transfers; 30. WebGL Models: End-to-End; 31. In-Game Video Capture with Real-Time Texture Compression; 32. An OpenGL-Friendly Geometry File Format and Its Maya Exporter
VI. Debugging and Profiling33. ARB debug output: A Helping Hand for Desperate Developers; 34. The OpenGL Timer Query; 35. A Real-Time Profiling Tool; 36. Browser Graphics Analysis and Optimizations; 37. Performance State Tracking; 38. Monitoring Graphics Memory Usage; VII. Software Design; 39. The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D; 40. SceneJS: A WebGL-Based Scene Graph Engine; 41. Features and Design Choices in SpiderGL; 42. Multimodal Interactive Simulations on the Web; 43. A Subset Approach to Using OpenGL and OpenGL ES; 44. The Build Syndrome; About the Contributors
Record Nr. UNINA-9910808092003321
Cozzi Patrick  
Boca Raton, FL, : CRC Press, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui