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58 result(s) for "Cozzi, Patrick"
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3D engine design for virtual globes
\"The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision rendering, accurate globe rendering, vector data rendering, out-of-core rendering, and terrain rendering. The algorithms and techniques in the book are not tied to any particular programming language or rendering API but they will provide concrete examples in C#, OpenGL, and GLSL\"--Provided by publisher.
3D engine design for virtual globes
While virtual globes have achieved widespread popularity, from Google Earth to NASA World Wind, no single book covers the topic of globe rendering. Filling this gap, 3D Engine Design for Virtual Globes presents an in-depth treatment of rendering algorithms utilized by virtual globes. The book illustrates how to accurately render real-world data sets through core rendering algorithms for globes, terrain, imagery, and vector data. Example code, the latest book-related news, and other resources are available on a companion website.
OpenGL Insights
Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Focusing on current and emerging techniques for the OpenGL family of APIs, the book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more. Source code, demos, and other material are available on the book's website.
WebGL for OpenGL Developers
At the SIGGRAPH 2009 OpenGL BOF, we first heard about WebGL, an upcoming web standard for a graphics API based on OpenGL ES 2.0 available to JavaScript through the HTML5 canvas element, basically OpenGL for JavaScript. We had mixed feelings. On the one hand, WebGL brought the promise of developing zero-footprint, cross-platform, cross-device, hardware-accelerated 3D applications. On the other, it requires us to develop in JavaScript. Could we do large-scale software development in JavaScript? Could we write high-performance graphics code in JavaScript?