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OpenGL Insights

OpenGL, OpenGL ES, and WebGL community experiences. Assembling contributions from experienced developers, hardware vendors, researchers, and educators, OpenGL Insights. Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer. By Cyril Crassin and Simon Green. Performance Tuning for Tile-Based Architectures. By Ladislav Hrabcak and Arnaud Masserann. ARB debug output: A Helping Hand for Desperate Developers. By António Ramires Fernandes and Bruno Oliveira. By Chris Dirks and Omar A. Rodriguez.

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OpenGL Insights | openglinsights.com Reviews
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OpenGL, OpenGL ES, and WebGL community experiences. Assembling contributions from experienced developers, hardware vendors, researchers, and educators, OpenGL Insights. Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer. By Cyril Crassin and Simon Green. Performance Tuning for Tile-Based Architectures. By Ladislav Hrabcak and Arnaud Masserann. ARB debug output: A Helping Hand for Desperate Developers. By António Ramires Fernandes and Bruno Oliveira. By Chris Dirks and Omar A. Rodriguez.
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1 cover
2 table of contents
3 pipeline map
4 tips
5 contributors
6 reviews
7 bibtex
8 errata
9 code
10 blog
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cover,table of contents,pipeline map,tips,contributors,reviews,bibtex,errata,code,blog,opengl insights,sample chapters,by bruce merry,asynchronous buffer transfers,webgl models end to end,by won chun,and take 2,and christophe riccio,tweet
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OpenGL Insights | openglinsights.com Reviews

https://openglinsights.com

OpenGL, OpenGL ES, and WebGL community experiences. Assembling contributions from experienced developers, hardware vendors, researchers, and educators, OpenGL Insights. Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer. By Cyril Crassin and Simon Green. Performance Tuning for Tile-Based Architectures. By Ladislav Hrabcak and Arnaud Masserann. ARB debug output: A Helping Hand for Desperate Developers. By António Ramires Fernandes and Bruno Oliveira. By Chris Dirks and Omar A. Rodriguez.

INTERNAL PAGES

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1

OpenGL Insights

http://openglinsights.com/tips.html

Includes short tips for OpenGL, OpenGL ES, and WebGL that were assembled by the contributors. We include the tips below. If you would like to share your own tips on this page, please email them to editors@openglinsights.com. If they are selected, they will be posted here along with your name. To the left of each tip, a combination of OpenGL. Tags identify what APIs the tip is relevant to. May provide faster build performance than a sequence of glCompilerShader. Not all shader objects need a main(). A buf...

2

OpenGL Insights

http://openglinsights.com/reviews.html

Please email us if you know of other reviews: editors@openglinsights.com.

3

OpenGL Insights

http://openglinsights.com/errata.html

Chapter 1. Page 9. Listing 1.2. GLuint glGenBuffers(1, &buffer);. Should be glGenBuffers(1, &buffer);. Chapter 1. Page 9. Listing 1.2. The last line of the display. Function should call glutSwapBuffers(). Chapter 12. Page 178. Listing 12.3. The line. Float D = texture2D(disttex,st). Float D = texture2D(disttex,st).r;. Chapter 23. Page 332. "The depth pass will determine the depth of the visible surfaces, and the color pass will then perform fragment shading only for the.

4

OpenGL Insights

http://openglinsights.com/contributors.html

Postdoctoral Research Associate, Rensselaer Polytechnic Institute. Woojin is a postdoctoral research associate at the Center for Modeling, Simulation and Imaging in Medicine at Rensselaer Polytechnic Institute. He received his Ph.D. in Mechanical Engineering from Korea Advanced Institute of Science and Technology in 2010. His current research interests include surgery simulation, physics-based animation, and web-based multimodal interactive 3D applications. Applied engineer, NVIDIA. Ed's textbook, Intera...

5

OpenGL Insights

http://openglinsights.com/bibtex.html

BibTeX entries for each chapter are in the Graphics and Game Gems Database. Or use the following. To reference an individual chapter:. Author = { Author(s) Name. Title = { Chapter Title. Booktitle = { O}pen{GL} {I}nsights},. Pages = { First Page. Editor = {Patrick Cozzi and Christophe Riccio},. Month = {July},. Year = {2012},. Isbn = {978-1439893760},. Publisher = {CRC Press},. Note = { url{http:/ www.openglinsights.com/}. To reference the entire book:. Author = {Patrick Cozzi and Christophe Riccio},.

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Second impression of the Oculus Rift | RenderingPipeline

http://renderingpipeline.com/2013/05/second-impression-of-the-oculus-rift

From geometry to pixels. Second impression of the Oculus Rift. May 25, 2013. After a long wait since I first had the chance to test the Oculus Rift. My own device from the original Kickstarter arrived. So here are some notes after a few hours of testing:. The changeable lenses are great, I’m near sighted and cup C works best without glasses for me. Sadly this means that I see a smaller part of the screen. The head tracking works great! Framerate matters a lot: The demos that run very smooth on a desktop ...

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WebGL Insights – Call For Authors » Lighthouse3d.com

http://www.lighthouse3d.com/2014/09/webgl-insights-call-for-authors

Mostly about 3D graphics. Very Simple * Libs. WebGL Insights – Call For Authors. Patrick Cozzy, one of the editors from OpenGL Insights. Is searching for authors and proposals for a new book on WebGL. Based on the same spirit as OpenGL Insights, it is certainly a book that will be very useful. Leave a Reply Cancel reply. WebGL – Basic Material List from Teapots.c. GLUT Tutorial is now on GitHub. GLSL Tutorial – Core. GLSL Tutorial – Vertex Shader. Keyboard Example: Moving the Camera. Hugo Elias' Site.

renderingpipeline.com renderingpipeline.com

Uncategorized | RenderingPipeline

http://renderingpipeline.com/category/uncategorized

From geometry to pixels. Poll Results: Learning a new graphics API. September 20, 2015. A couple of days ago I started an online poll asking about which new graphics APIs people want to learn next and how they believe what resources should support this task. So far 130 answers were collected and I’d like to thank everyone who took some time to give me feedback. The Google Form is […]. PowerVR SDK) “Cannot mix incompatible Qt library” problem fixed. September 2, 2015. Happy Birthday Phong Shading. Even th...

renderingpipeline.com renderingpipeline.com

Vulkan links | RenderingPipeline

http://renderingpipeline.com/2015/03/vulkan-links

From geometry to pixels. March 9, 2015. Here is a small collection of links to more information and opinions about the new Vulkan graphics API. Vulkan talks and documents. Vulkan frontpage at Khronos. Vulkan overview by Khronos. Valves Vulkan talk at GDC 2015 (“glNext: The Future of High Performance Graphics”): Slides. Video on GDC Vault. Khronos Vulkan talk at GDC 2015 (“The new Vulkan and SPIR-V specifications”): Slides. Vulkan, SPIR-V and OpenCL talk by Nvidia. At GPU Technology Conference 2015. Also,...

renderingpipeline.com renderingpipeline.com

Photography | RenderingPipeline

http://renderingpipeline.com/tag/photography

From geometry to pixels. HDR is surprisingly old. May 24, 2015. The first thing that comes to mind when we hear the term HDR are modern digital cameras taking multiple exposures and software that combines those images to colourful and funny looking images. As I have recently learned, HDR is much, much older than that! HDR, high dynamic range, just means, that the image captured should […]. Viewing 3D stereo photos in an Oculus Rift. June 16, 2013. Hacking 3D Touch Support into SDL2.

renderingpipeline.com renderingpipeline.com

Image Processing | RenderingPipeline

http://renderingpipeline.com/category/image-processing

From geometry to pixels. HDR is surprisingly old. May 24, 2015. The first thing that comes to mind when we hear the term HDR are modern digital cameras taking multiple exposures and software that combines those images to colourful and funny looking images. As I have recently learned, HDR is much, much older than that! HDR, high dynamic range, just means, that the image captured should […]. A look at the Bayer Pattern. April 21, 2013. Hacking 3D Touch Support into SDL2. Happy Birthday Phong Shading.

renderingpipeline.com renderingpipeline.com

WebGL Extension Viewer | RenderingPipeline

http://renderingpipeline.com/webgl-extension-viewer

From geometry to pixels. The supported extensions as well as the implementation limits can be browser, operating system ans graphics card dependent! A minimal WebGL implementation is allowed to support no extensions and only provide the minimal implementation dependent limits stated above. Learn more about WebGL availability on other systems:. 3 thoughts on “ WebGL Extension Viewer. October 22, 2014 at 7:46 pm. Thanks. Such quick list of available extensions is really helpful. November 3, 2014 at 11:04 am.

renderingpipeline.com renderingpipeline.com

Lighting | RenderingPipeline

http://renderingpipeline.com/tag/lighting

From geometry to pixels. Happy Birthday Phong Shading. June 1, 2015. This month kind of marks the birthday of two very influential techniques in computer graphics: Phong Shading and the Phong Lighting Model. Both were published in the paper “Illumination for Computer Generated Pictures” 40 years ago in the Communications of the ACM in June 1975. While Bui Tuong Phong published his works also in his PhD […]. Hacking 3D Touch Support into SDL2. Poll Results: Learning a new graphics API.

renderingpipeline.com renderingpipeline.com

Review | RenderingPipeline

http://renderingpipeline.com/tag/review

From geometry to pixels. Happy Birthday Phong Shading. June 1, 2015. This month kind of marks the birthday of two very influential techniques in computer graphics: Phong Shading and the Phong Lighting Model. Both were published in the paper “Illumination for Computer Generated Pictures” 40 years ago in the Communications of the ACM in June 1975. While Bui Tuong Phong published his works also in his PhD […]. First impression of the Cyberith Virtualizer (Omnidirectional Treadmill). November 18, 2013. After...

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OpenGL Insights

Monday, July 23, 2012. OpenGL Insights website is online. It has been quite a journey but. Is about to be available everywhere, just in time for. Where copies of the book will be given away during the. WebGL , the. OpenGL ES and the. OpenGL BOFs . To get ready for the release, the. The complete table of content. A list of tips. Please submit your tips to extend this page! Available through github, please fork! The OpenGL Pipeline Map. Which is the online version of the poster included in the book. We are...

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OpenGL Insights

OpenGL, OpenGL ES, and WebGL community experiences. Assembling contributions from experienced developers, hardware vendors, researchers, and educators, OpenGL Insights. Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer. By Cyril Crassin and Simon Green. Performance Tuning for Tile-Based Architectures. By Ladislav Hrabcak and Arnaud Masserann. ARB debug output: A Helping Hand for Desperate Developers. By António Ramires Fernandes and Bruno Oliveira. By Chris Dirks and Omar A. Rodriguez.

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