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Sellers G. - OpenGL Superbible: Comprehensive Tutorial and Reference

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7th Edition. Addison-Wesley Professional, 2015. 880 p. ISBN-10: 0-672-33747-9, ISBN-13: 978-0-672-33747-5.
OpenGL SuperBible, Seventh Edition, is the definitive programmers guide, tutorial, and reference for OpenGL 4.5, the worlds leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGLs newest APIs; key extensions; shaders; and essential, related concepts. Youll find up-to-date, hands-on guidance for all facets of modern OpenGL developmentboth 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. - . iPAD Amazon Kindle, PC , Cool Reader, Calibre, Adobe Digital Editions

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OpenGL
SuperBible

Seventh Edition

Comprehensive Tutorial
and Reference

Graham Sellers
Richard S. Wright, Jr.
Nicholas Haemel

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Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals.

OpenGL is a registered trademark of Silicon Graphics Inc. and is used by permission of Khronos.

The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

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Library of Congress Cataloging-in-Publication Data
Wright, Richard S., Jr., 1965- author.
OpenGL superBible : comprehensive tutorial and reference.
Seventh edition / Graham Sellers, Richard S. Wright, Jr., Nicholas Haemel.
pages cm
Includes bibliographical references and index.
ISBN 978-0-672-33747-5 (pbk. : alk. paper)ISBN 0-672-33747-9
(pbk. : alk. paper)
1. Computer graphics. 2. OpenGL. I. Sellers, Graham, author. II.
Haemel, Nicholas, author. III. Title.
T385.W728 2016
006.68dc23
2015014278

Copyright 2016 Pearson Education, Inc.

All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, 200 Old Tappan Road, Old Tappan, New Jersey 07675, or you may fax your request to (201) 236-3290.

ISBN-13: 978-0-672-33747-5
ISBN-10: 0-672-33747-9
Text printed in the United States on recycled paper at RR Donnelley in
Crawfordsville, Indiana.
First printing, July 2015

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For you the reader Graham Sellers Contents Figures Tables Listings Foreword - photo 2

For you, the reader.
Graham Sellers

Contents
Figures
Tables
Listings
Foreword

When OpenGL was young, the highest-end SGI systems like the Reality Engine 2 cost $80,000 and could render 200,000 textured triangles per second, or 3,333 triangles per frame at 60 Hz. The CPUs of that era were slower than today, to be sure, but at around 100 MHz, thats still 500 CPU cycles for each triangle. It was pretty easy to be graphics limited back then, and the API reflected thatthe only way to specify geometry was immediate mode! Well, there were also display lists for static geometry, which made being graphics-limited even easier.

OpenGL is not young anymore, the highest-end GPUs that it can run on cost around $1000, and they dont even list triangles per second in their basic product description anymore, but the number is north of 6 billion. Today these GPUs are in the middle of the single digit teraflops and several hundred gigabytes per second of bandwidth. CPUs have gotten faster, too: With 4 cores and around 3 GHz, they are shy of 200 gigaflops and have around 20 gigabytes per second of memory bandwidth. So where we had 500 CPU cycles for a triangle in the early days, we now have 0.5 cycles. Even if we could perfectly exploit all 4 cores, that would give us a paltry 2 CPU cycles for each triangle!

All that is to say that the growth in hardware graphics performance has outstripped conventional CPU performance growth by several orders of magnitude, and the consequences are pretty obvious today. Not only is the CPU frequently the limiting factor in graphics performance, we have an API that was designed against a different set of assumptions.

The good news with OpenGL is that it has evolved too. First it added vertex arrays so that a single draw command with fairly low CPU overhead gets amplified into a lot of GPU work. This helped for a while, but it wasnt enough. We added instancing to further increase the amount of work, but this was a somewhat limited form of work amplification, as we dont always want many instances of the same object in an organic, believable rendering.

Recognizing that these emerging limitations in the API had to be circumvented somehow, OpenGL designers began extending the interface to remove as much CPU-side overhead from the interface as possible. The bindless family of extensions allows the GPU to reference buffers and textures directly rather than going through expensive binding calls in the driver. Persistent maps allow the application to scribble on memory at the same time the GPU is referencing it. This sounds dangerousand it can be!but allowing the application to manage memory hazards relieves a tremendous burden from the driver and allows for far simpler, less general mechanisms to be employed. Sparse texture arrays allow applications to manage texture memory as well with similar, very low-overhead benefits. And finally multi-draw and multi-draw indirect added means the GPU can generate the very buffers that it sources for drawing, leaving the CPU a lot more available for other work.

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