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Muhammad Mobeen Movania - OpenGL development cookbook

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Muhammad Mobeen Movania OpenGL development cookbook

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OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level.OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL.OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.

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OpenGL Development Cookbook

OpenGL Development Cookbook

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2013

Production Reference: 1180613

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-504-6

www.packtpub.com

Cover Image by Duraid Fatouhi (<>)

Credits

Author

Muhammad Mobeen Movania

Reviewers

Bastien Berthe

Dimitrios Christopoulos

Oscar Ripolles Mateu

Acquisition Editor

Erol Staveley

Commisioning Editor

Shreerang Deshpande

Lead Technical Editor

Madhuja Chaudhari

Technical Editors

Jeeten Handu

Sharvari H. Baet

Ankita R. Meshram

Priyanka Kalekar

Project Coordinator

Rahul Dixit

Proofreaders

Stephen Silk

Lauren Tobon

Indexer

Tejal R. Soni

Graphics

Abhinash Sahu

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Muhammad Mobeen Movania received his PhD degree in Advance Computer Graphics and Visualization from Nanyang Technological Unviversity (NTU), Singapore. He completed his Bachelors of Science Honors (BCS(H)) in Computer Sciences from Iqra University, Karachi with majors in Computer Graphics and Multimedia. Before joining NTU, he was a junior graphics programmer at Data Communication and Control (DCC) Pvt. Ltd., Karachi, Pakistan. He was working on DirectX and OpenGL API for producing real-time interactive tactical simulators and dynamic integrated training simulators. His research interests include GPU-based volumetric rendering techniques, GPU technologies, real-time soft body physics, real-time dynamic shadows, real-time collision detection and response, and hierarchical geometric data structures. He authored a book chapter in a recent OpenGL book (OpenGL Insights: AK Peters/CRC Press). He is also the author of the OpenCloth project (http://code.google.com/p/opencloth), which implements various cloth simulation algorithms in OpenGL. His blog (http://mmmovania.blogspot.com) lists a lot of useful graphics tips and tricks. When not involved with computer graphics, he composes music and is an avid squash player. He is currently working at a research institute in Singapore.

I would like to thank my family: my parents (Mr. and Mrs. Abdul Aziz Movania), my wife (Tanveer Taji), my brothers and sisters (Mr. Muhammad Khalid Movania, Mrs. Azra Saleem, Mrs. Sajida Shakir, and Mr. Abdul Majid Movania), my nephews/nieces, and my new born baby daughter (Muntaha Movania).

About the Reviewers

Bastien Berthe is a young and passionate 3D programmer. Always attracted by 3D and video games, after a few years of studying in France, he went to the Sherbrooke University in Canada and received a postgraduate degree in Computer Science, specializing in real-time systems, 3D visualization, and video games development.

He is now working as a 3D Graphics Specialist Consultant at CAE (Montreal, QC) since 2012 and, more precisely, he is working on a new generation simulator's visualization system using mainly OpenSceneGraph and OpenGL.

CAE (http://www.cae.com) is a global leader in modeling, simulation, and training for civil aviation, defence, healthcare, and mining.

Dimitrios Christopoulos studied Computer Engineering and informatics at the University of Patras, Greece and holds a Master of Science (MSc) in Virtual Reality and Computer Graphics from the University of Hull in Great Britain. He started game programming in the '80s, and has been using OpenGL since 1997 for games, demos, European Union research projects, museum exhibits, and virtual reality productions. His research interests include virtual reality, human computer interaction, computer graphics, and games, with numerous publications in relevant conferences and journals. He coauthored the book More OpenGL Game Programming, Cengage Learning PTR and has also contributed to OpenGL Game Programming . He currently works as a virtual reality and 3D graphics software engineer producing games, educational applications, and cultural heritage productions for virtual reality installations.

Oscar Ripolles received his degree in Computer Engineering in 2004 and his Ph.D. in 2009 at the Universitat Jaume I in Castellon, Spain. He has also been a researcher at the Universit de Limoges, France and at the Universidad Politecnica de Valencia, Spain. He is currently working in neuroimaging at Neuroelectrics in Barcelona, Spain. His research interests include multiresolution modeling, geometry optimization, hardware programming, and medical imaging.

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Preface

This book is based on modern OpenGL v3.3 and above. It covers a myriad of topics of interest ranging from basic camera models and view frustum culling to advanced topics, such as dual quaternion skinning and GPU based simulation techniques. The book follows the cookbook format whereby a number of steps are detailed showing how to accomplish a specific task and are later dissected to show how the whole technique works.

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