OpenGL Superbible Comprehensive Tutorial and Reference

by ; ;
Edition: 7th
Format: Paperback
Pub. Date: 2015-07-21
Publisher(s): Addison-Wesley Professional
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Summary

OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile.

 

The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.

 

This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.

 

Coverage includes

  • A practical introduction to real-time 3D graphics, including foundational math
  • Core techniques for rendering, transformations, and texturing
  • Shaders and the OpenGL Shading Language (GLSL) in depth
  • Vertex processing, drawing commands, primitives, fragments, and framebuffers
  • Compute shaders: harnessing graphics cards for more than graphics
  • Pipeline monitoring and control
  • Managing, loading, and arbitrating access to data
  • Building larger applications and deploying them across platforms
  • Advanced rendering: light simulation, artistic and non-photorealistic effects, and more
  • Reducing CPU overhead and analyzing GPU behavior
  • Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization
  • Preventing and debugging errors
  • New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP 

Bonus material and sample code are available at openglsuperbible.com.

Author Biography

Graham Sellers is a software architect on the OpenGL driver team and engineering Fellow at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.

Table of Contents

OpenGL SuperBible 7th Edition TOC (Proposed)

Foreword

 

Part I – Foundations
Chapter 1 – Introduction

Chapter 2 – Our First OpenGL Program

Chapter 3 – Following the Pipeline

Chapter 4 – Math for 3D Graphics

Chapter 5 – Data

Chapter 6 – Shader and Programs

 

Part II – In Depth

Chapter 7 – Vertex Processing and Drawing Commands

Chapter 8 – Primitive Processing
Chapter 9 – Fragment Processing and the Framebuffer
Chapter 10 – Compute Shaders
Chapter 11 – Controlling and Monitoring the Pipeline

 

Part III – In Practice

Chapter 12 – Rendering Techniques

Chapter 13 – Debugging and Performance Optimization

Chapter 14 – Platform Specifics

 

Appendix A – Further Reading
Appendix B – The SBM File Format
Appendix C – The SuperBible Tools

Glossary
Index

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