书目详情:
Front MatterSection I. DiscoveringChapter 1. Teaching Computer Graphics Starting with Shader- Based OpenGLChapter 2. Transitioning Students to Post- Deprecation OpenGLChapter 3. WebGL for OpenGL DevelopersChapter 4. Porting Mobile Apps to WebGLChapter 5. The GLSL Shader InterfacesChapter 6. An Introduction to Tessellation ShadersChapter 7. Procedural Textures in GLSLChapter 8. OpenGL SC Emulation Based on OpenGL and OpenGL ESChapter 9. Mixing Graphics and Compute with Multiple GPUsSection II. Rendering TechniquesChapter 10. GPU TessellationChapter 11. Antialiased Volumetric Lines Using Shader- Based ExtrusionChapter 12. 2D Shape Rendering by Distance FieldsChapter 13. Efficient Text Rendering in WebGLChapter 14. Layered Textures Rendering PipelineChapter 15. Depth of Field with Bokeh RenderingChapter 16. Shadow ProxiesSection III. Bending the PipelineChapter 17. Real-Time Physically Based Deformation Using Transform FeedbackChapter 18. Hierarchical Depth Culling and Bounding- Box Management on the GPUChapter 19. Massive Number of Shadow- Casting Lights with Layered RenderingChapter 20. Efficient Layered Fragment Buffer TechniquesChapter 21. Programmable Vertex PullingChapter 22. Octree-Based Sparse Voxelization Using the GPU Hardware RasterizerSection IV. PerformanceChapter 23. Performance Tuning for Tile- Based ArchitecturesChapter 24. Exploring Mobile vs. Desktop OpenGL PerformanceChapter 25. Improving Performance by Reducing Calls to the DriverChapter 26. Indexing Multiple Vertex ArraysChapter 27. Multi-GPU Rendering on NVIDIA QuadroSection V. TransfersChapter 28. Asynchronous Buffer TransfersChapter 29. Fermi Asynchronous Texture TransfersChapter 30. WebGL ModelsChapter 31. In-Game Video Capture with Real- Time Texture CompressionChapter 32. An OpenGL-Friendly Geometry File Format and Its Maya ExporterSection VI. Debugging and ProfilingChapter 33. ARB debug outputChapter 34. The OpenGL Timer QueryChapter 35. A Real-Time Profiling ToolChapter 36. Browser Graphics Analysis and OptimizationsChapter 37. Performance State TrackingChapter 38. Monitoring Graphics Memory UsageSection VII. Software DesignChapter 39. The ANGLE ProjectChapter 40. SceneJS: A WebGL-Based Scene Graph EngineChapter 41. Features and Design Choices in SpiderGLChapter 42. Multimodal Interactive Simulations on the WebChapter 43. A Subset Approach to Using OpenGL and OpenGL ESChapter 44. The Build SyndromeAbout the ContributorsIndexPoster
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