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Graphic Programming

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CUDA for Engineers: 2D Grids and Interactive Graphics
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.
OpenGL Is Alive and Well: New Features, Capabilities, and Strengths for Modern Graphics
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.
Following the OpenGL Pipeline
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.
Real-Time 3D Rendering with DirectX and HLSL: Hello, Shaders!
May 29, 2014
In this chapter, you write your first shaders. You will be introduced to HLSL syntax, the FX file format, data structures, and more. By the end of this chapter, you’ll have a base from which to launch the rest of your exploration into graphics programming.
Introduction to OpenGL ES 3.0
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.
Histograms in CUDA: Privatized for Fast, Level Performance
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.
Primitive Processing in Open GL
Aug 14, 2013
In this chapter, you'll learn about both tessellation and geometry shading, and investigate some of the OpenGL features that they unlock.
Drawing with OpenGL
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.
Green-Screen Video Effects for iOS: Video Processing with OpenGL ES
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.
Testing Your JavaScript/CoffeeScript, Part 2 of 2: Writing Tests
Sep 6, 2012
In part 1 of this series, you learned why testing your JavaScript or CoffeeScript code is important, and how to set up testing in a Ruby on Rails project. Mark Bates, author of Programming in CoffeeScript, concludes this series by showing how to use Mocha, Chai, and other libraries to write your tests.
Using Modern Mobile Graphics Hardware
Sep 4, 2012
This chapter introduces the modern approach for drawing three-dimensional (3D) graphics with embedded graphics hardware.
What Is Quartz Composer and Why Should I Learn It?
Jul 26, 2012
Quartz Composer (QC) is a node-based graphical programming language. Learn how Quartz Composer differs from other applications you may have used before, and the many different end products you can create with it.
Adding Open Source 3D Physics to Your iOS Applications
Jun 12, 2012
Erik Buck takes a step beyond 2D physics to explore realistic 3D physics simulation for iOS applications.
Simplifying 3D Graphics Programming for iOS with GLKit
Nov 11, 2011
Expert developer Erik Buck explains how Apple's GLKit can help you design your iOS code for optimal graphics performance with minimal effort and overhead.
Advanced Qt Programming: Model/View Views
Aug 2, 2010
Mark Summerfield covers Qt's model/view views, including standard and custom views, QAbstractItemView subclasses, and model-specific visualizing views.
Introducing OpenCL
Jul 6, 2010
David Chisnall looks at OpenCL, a new API for running non-graphics applications on modern GPUs.
OpenGL Shading Language: Simple Shading Example
Jul 30, 2009
Learn to apply OpenGL Shading Language concepts to the development of working shaders that create a procedurally defined brick pattern.
OpenGL Programming Guide: State Management and Drawing Geometric Objects
Jul 29, 2009
Learn how to clear the screen and draw geometric objects, including points, straight lines, and flat polygons.
Hello Triangle: An OpenGL ES 2.0 Example
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.
The GLUT API for OpenGL Configuration
Feb 29, 2008
Get a quick and dirty overview of this API on the Mac.

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