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A Simple OpenGL Shading Example
By Randi Rost
Jul 23, 2004
Randi Rost provides a an example of the coding needed for shading in OpenGL, including the code for the vertex shader, the fragment shader, and the application code used to initialize these shaders.
A Simple Shading Example in OpenGL Shading Language
By Randi J. Rost
Mar 10, 2006
In this example, we apply a brick pattern to an object. The brick pattern is calculated entirely within a fragment shader. This example, like most of the others in this book, consists of three essential components: the source code for the vertex shader, the source code for the fragment shader, and the application code that initializes and uses these shaders. This chapter focuses on the vertex and fragment shaders.
Adding Open Source 3D Physics to Your iOS Applications
By Erik M. Buck
Jun 12, 2012
Erik Buck takes a step beyond 2D physics to explore realistic 3D physics simulation for iOS applications.
Advanced Qt Programming: Model/View Views
By Mark Summerfield
Aug 2, 2010
Mark Summerfield covers Qt's model/view views, including standard and custom views, QAbstractItemView subclasses, and model-specific visualizing views.
CUDA for Engineers: 2D Grids and Interactive Graphics
By Duane Storti, Mete Yurtoglu
Dec 21, 2015
In this chapter from CUDA for Engineers: An Introduction to High-Performance Parallel Computing, you'll learn about the essentials of defining and launching kernels on 2D computational grids. The authors explain sample code, the flashlight app that takes advantage of CUDA/OpenGL interop to implement real-time graphical display and interaction with the results from 2D computational grids. Finally, they show how to use flashlight as a template and perform modifications to make it applicable to a real engineering problem, numerical exploration of dynamic stability.
Drawing and Printing in C++ with wxWidgets
By Julian Smart, Stefan Csomor, Kevin Hock
Aug 5, 2005
This chapter introduces the idea of the device context, generalizing the concept of a drawing surface such as a window or a printed page. It will discuss the available device context classes and the set of "drawing tools" that wxWidgets provides for handling fonts, color, line drawing, and filling.
Drawing in Space: Geometric Primitives and Buffers in OpenGL
By Richard S. Wright, Benjamin Lipchak
Sep 24, 2004
Richard Wright and Benjamin Lipchak explain how simple shapes in a 3D space can be combined to form amazing 3D renderings using OpenGL in this sample chapter.
Drawing Primitives in OpenGL
By Paul Martz
May 12, 2006
Computer-generated animation in film and television, as well as state-of-the-art video games, features realistic water, fire, and other natural effects. Many people new to computer graphics are astounded to learn that these realistic and complex models are simple triangles and pixels as far as computer graphics hardware is concerned. In this chapter, OpenGL® Distilled covers the OpenGL primitive types and how to control their appearance with several basic rendering features.
Drawing with OpenGL
By Dave Shreiner, John M. Kessenich, Bill M. Licea-Kane, Graham Sellers
Apr 22, 2013
Learn how to identify all of the rendering primitives available in OpenGL, initialize and populate data buffers for use in rendering geometry, and optimize rendering using advanced techniques like instanced rendering.
Following the OpenGL Pipeline
By Graham Sellers, Nicholas Haemel, Richard S. Wright
Aug 26, 2015
This chapter from OpenGL Superbible: Comprehensive Tutorial and Reference, 7th Edition, provides an overview of the OpenGL pipeline from start to finish, providing insight into each of the stages, which include fixed-function blocks and programmable shader blocks.
GPGPU: Is a Supercomputer Hiding in Your PC?
By Chris Seitz
Jul 1, 2005
If you've played some of the latest, hottest video games, you've exercised your GPU in a traditional graphics sense. But other companies are now using the GPU non-traditionally, for general-purpose computation on a graphics processing unit (GPGPU). Why should you care? Because its lightning-fast, parallel computational capability makes for smooth, rich, vibrant graphics in today's games. And, repurposed, the GPU can help solve more serious problems (medical and financial) in the real world. Chris Seitz explains how.
Graphics Programming with the Java 2D API
By Alejandro Terrazas
Nov 22, 2002
Learn how to apply a simple three-step approach to the vast majority of graphics applications in Java, and discover how to produce professional graphics by working with stroking, space transformations, and more.
Green-Screen Video Effects for iOS: Video Processing with OpenGL ES
By Erik M. Buck
Sep 6, 2012
Erik Buck describes how to perform real-time video processing without impacting performance. Green-screen effects are just one of the cool capabilities! Experiment with the provided demo program and learn how to push out your boundaries.
Hello Triangle: An OpenGL ES 2.0 Example
By Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Aug 27, 2008
In order to understand the basic concepts of OpenGL ES 2.0, learn what is required to create an OpenGL ES 2.0 program that draws a single triangle.
Histograms in CUDA: Privatized for Fast, Level Performance
By Nicholas Wilt
Nov 7, 2013
Due to contention, naïve CUDA implementations suffer poor performance on degenerate input data. Nicholas Wilt, author of The CUDA Handbook: A Comprehensive Guide to GPU Programming, shows how to use privatized (per-thread) histograms to balance performance of the average case against data-dependent performance of degenerate cases.
Introducing OpenCL
By David Chisnall
Jul 6, 2010
David Chisnall looks at OpenCL, a new API for running non-graphics applications on modern GPUs.
Introduction to OpenGL ES 3.0
By Dan Ginsburg, Aaftab Munshi, Budirijanto Purnomo, Dave Shreiner
Mar 7, 2014
The authors of OpenGL ES 3.0 Programming Guide, 2nd Edition introduce this API for advanced 3D graphics targeted at handheld and embedded devices, including what's new in OpenGL ES 3.0, backward compatibility, EGL, EGL and OpenGL ES command syntax, error handling, and basic state management.
Moving Your UFO on the Screen in Phrogram
By David Witus, Walt Morrison, Jon Schwartz
May 11, 2007
Learn how to move graphical objects on the screen with Phrogram, a complete programming environment that is similar to Java, C#, or Visual Basic, but it is much easier to master and a lot more fun to learn and use.
OpenGL Is Alive and Well: New Features, Capabilities, and Strengths for Modern Graphics
By Graham Sellers
Oct 20, 2015
With new APIs, rendering effects, and other features changing the world of graphics, should you still care about OpenGL? Graham Sellers, lead author of OpenGL SuperBible, Seventh Edition, discusses why OpenGL is not only relevant, but offers updated features that rival some of the vaunted capabilities of newer technologies.
OpenGL Programming Guide: State Management and Drawing Geometric Objects
By Dave Shreiner, The Khronos OpenGL ARB Working Group
Jul 29, 2009
Learn how to clear the screen and draw geometric objects, including points, straight lines, and flat polygons.

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