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GLSL essentials / / Jacobo Rodriguez
GLSL essentials / / Jacobo Rodriguez
Autore Rodriguez Jacobo
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (116 p.)
Collana Community experience distilled
Soggetto topico Computer graphics
Rendering (Computer graphics)
Soggetto genere / forma Electronic books.
ISBN 1-84969-801-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders
Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index
Record Nr. UNINA-9910453440003321
Rodriguez Jacobo  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
GLSL essentials / / Jacobo Rodriguez
GLSL essentials / / Jacobo Rodriguez
Autore Rodriguez Jacobo
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (116 p.)
Collana Community experience distilled
Soggetto topico Computer graphics
Rendering (Computer graphics)
ISBN 1-84969-801-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders
Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index
Record Nr. UNINA-9910790721903321
Rodriguez Jacobo  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
GLSL essentials / / Jacobo Rodriguez
GLSL essentials / / Jacobo Rodriguez
Autore Rodriguez Jacobo
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (116 p.)
Disciplina 006.696;794.8/1526
Collana Community experience distilled
Soggetto topico Computer graphics
Rendering (Computer graphics)
ISBN 9781849698016
1849698015
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders
Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index
Altri titoli varianti OpenGL Shading Language essentials
Record Nr. UNINA-9910955464203321
Rodriguez Jacobo  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
Autore Jo Jei Lee
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2012
Descrizione fisica 1 online resource (125 p.)
Disciplina 006.696
Collana Community experience distilled
Soggetto topico Three-dimensional imaging
Rendering (Computer graphics)
Soggetto genere / forma Electronic books.
ISBN 1-283-93806-5
1-84969-483-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop
Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index
Record Nr. UNINA-9910463224103321
Jo Jei Lee  
Birmingham, UK, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
Autore Jo Jei Lee
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2012
Descrizione fisica 1 online resource (125 p.)
Disciplina 006.696
Collana Community experience distilled
Soggetto topico Three-dimensional imaging
Rendering (Computer graphics)
ISBN 1-283-93806-5
1-84969-483-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop
Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index
Record Nr. UNINA-9910786069603321
Jo Jei Lee  
Birmingham, UK, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
KeyShot 3D rendering : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
KeyShot 3D rendering : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo
Autore Jo Jei Lee
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2012
Descrizione fisica 1 online resource (125 p.)
Disciplina 006.696
Collana Community experience distilled
Soggetto topico Three-dimensional imaging
Rendering (Computer graphics)
ISBN 9781283938068
1283938065
9781849694834
1849694834
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop
Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index
Record Nr. UNINA-9910965776503321
Jo Jei Lee  
Birmingham, UK, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OpenGL 4 shading language cookbook / / David Wolff
OpenGL 4 shading language cookbook / / David Wolff
Autore Wolff David
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (394 pages) : illustrations
Soggetto topico Computer graphics
Rendering (Computer graphics)
Soggetto genere / forma Electronic books.
ISBN 1-78216-703-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453162603321
Wolff David  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OpenGL 4 shading language cookbook / / David Wolff
OpenGL 4 shading language cookbook / / David Wolff
Autore Wolff David
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (394 pages) : illustrations
Soggetto topico Computer graphics
Rendering (Computer graphics)
ISBN 1-78216-703-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790817403321
Wolff David  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OpenGL 4 shading language cookbook / / David Wolff
OpenGL 4 shading language cookbook / / David Wolff
Autore Wolff David
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (394 pages) : illustrations
Disciplina 006.686
Soggetto topico Computer graphics
Rendering (Computer graphics)
ISBN 9781782167037
178216703X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting Started With GLSL -- Introduction -- Using a function loader to access the latest OpenGL functionality -- Using GLM for mathematics -- Determining the GLSL and OpenGL version -- Compiling a shader -- Sending data to a shader using vertex attributes and vertex buffer objects -- Getting a list of active vertex input attributes and locations -- Sending data to a shader using uniform variables -- Getting a list of active uniform variables -- Using uniform blocks and uniform buffer objects -- Getting debug messages -- Building a C++ shader program class -- Chapter 2: The Basics of GLSL Shaders -- Introduction -- Implementing diffuse, per-vertex shading with a single point light source -- Implementing per-vertex ambient, diffuse, and specular (ADS) shading -- Using functions in shaders -- Implementing two-sided shading -- Implementing flat shading -- Using subroutines to select shader functionality -- Discarding fragments to create a perforated look -- Chapter 3: Lighting, Shading, and Optimization -- Introduction -- Shading with multiple positional lights -- Shading with a directional light source -- Using per-fragment shading for improved realism -- Using the halfway vector for improved performance -- Simulating a spotlight -- Creating a cartoon shading effect -- Simulating fog -- Configuring the depth test -- Chapter 4: Using Textures -- Introduction -- Applying a 2D texture -- Applying multiple textures -- Using alpha maps to discard pixels -- Using normal maps -- Simulating reflection with cube maps -- Simulating refraction with cube maps -- Applying a projected texture -- Rendering to a texture -- Using sampler objects -- Chapter 5: Image Processing and Screen Space Techniques -- Introduction.
Applying an edge detection filter -- Applying a Gaussian blur filter -- Implementing HDR lighting with tone mapping -- Creating a bloom effect -- Using gamma correction to improve image quality -- Using multisample anti-aliasing -- Using deferred shading -- Implementing order-independent transparency -- Chapter 6: Using Geometry and Tessellation Shaders -- Introduction -- Point sprites with the geometry shader -- Drawing a wireframe on top of a shaded mesh -- Drawing silhouette lines using the geometry shader -- Tessellating a curve -- Tessellating a 2D quad -- Tessellating a 3D surface -- Tessellating based on depth -- Chapter 7: Shadows -- Introduction -- Rendering shadows with shadow maps -- Anti-aliasing shadow edges with PCF -- Creating soft shadow edges with random sampling -- Creating shadows using shadow volumes and the geometry shader -- Chapter 8: Using Noise in Shaders -- Introduction -- Creating a noise texture using GLM -- Creating a seamless noise texture -- Creating a cloud-like effect -- Creating a wood-grain effect -- Creating a disintegration effect -- Creating a paint-spatter effect -- Creating a night-vision effect -- Chapter 9: Particle Systems and Animation -- Introduction -- Animating a surface with vertex displacement -- Creating a particle fountain -- Creating a particle system using transform feedback -- Creating a particle system using instanced particles -- Simulating fire with particles -- Simulating smoke with particles -- Chapter 10: Using Compute Shaders -- Introduction -- Implementing a particle simulation with the compute shader -- Using the compute shader for cloth simulation -- Implementing an edge detection filter with the compute shader -- Creating a fractal texture using the compute shader -- Index.
Record Nr. UNINA-9910971339603321
Wolff David  
Birmingham : , : Packt Publishing, , 2013
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
Edizione [1st edition]
Pubbl/distr/stampa Boca Raton, Fla. : , : CRC Press, , 2013
Descrizione fisica 1 online resource (708 p.)
Disciplina 006.6/8
Altri autori (Persone) CozziPatrick
RiccioChristophe
Soggetto topico Computer graphics
Rendering (Computer graphics)
Soggetto genere / forma Electronic books.
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-9910462401803321
Boca Raton, Fla. : , : CRC Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui