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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
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