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OpenGL Insights
Download OpenGL Insights
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Review
You don’t need to be an expert (maybe this book helps you to become one) but the basics should be known to you. … A nice plus is the github site with code for most of the chapters. … this book span[s] topics from simple OpenGL feature descriptions up to general rendering algorithms and shows what is possible with OpenGL and its mobile and web-based cousins. … If you are an OpenGL developer, you will definitely find some interesting gems in here …―RenderingPipeline.com, July 2012
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About the Author
Patrick Cozzi leads the graphics development of Cesium, an open source WebGL virtual globe for the aerospace, defense, and GIS communities, at Analytical Graphics, Inc. He also teaches GPU programming and architecture at the University of Pennsylvania, where he earned a master’s degree in computer and information science. Christophe Riccio currently works for AMD and is an active member of the OpenGL community, contributing to OpenGL specifications, developing tools for the official OpenGL SDK, and writing articles at G-Truc Creation. He previously worked at e-on software and Imagination Technologies. He earned a master’s degree in computer game programming from Teesside University.
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Product details
Hardcover: 712 pages
Publisher: A K Peters/CRC Press; 1 edition (July 23, 2012)
Language: English
ISBN-10: 1439893764
ISBN-13: 978-1439893760
Product Dimensions:
8 x 1.3 x 9.6 inches
Shipping Weight: 4 pounds (View shipping rates and policies)
Average Customer Review:
4.6 out of 5 stars
6 customer reviews
Amazon Best Sellers Rank:
#1,015,184 in Books (See Top 100 in Books)
I own all the new (3.3 onward )OpenGL books found on the market.So far ,this one is absolutely the best for non beginners.I would give it 5 stars if it had more content on GLSL Programming techniques but even with noticeable lack of GLSL based topics this books contains super invaluable tips and techniques which are essential for development and optimization of complex rendering systems.That is true , this book is simply not for the beginners.If you don't understand first how OpenGL pipeline works it will be hard to understand most of the subjects in the book.Many of the chapters deal with pipeline optimization like multi- context , multi-GPU programming , texture upload/download time optimization and much more.I must emphasize that I bought this book while being at the finish line of complex OpenGL 4.0 render engine project where I needed to make optimization especially in the texture upload/donwload module, and several of the techniques I found in this book had a huge positive impact on the end result of the project.One more thing ,I believe is important to note ,is that not all the code examples in the book are written using OpengGL 3.3-4.2.Some of those are done using the fixed (old) pipeline because the main point of the authors was to teach you a specific concept and not OpenGL API.So if you are after learning OpenGL API this book is not for you.Thanks to the authors for this great piece of work!
The book is a MUST for every serious openGL programmer - you definitely want this book on your programming books shelf as a quick reference & some invaluable tips resource.I can say without any doubt it's one of the best, non-beginners, book on modern openGL.As mentioned by author itself (on back cover), this book is for intermediate to advanced levels only & one should buy it to further his knowledge on advanced topics. If one needs to learn openGL from scratch I would recomend to begin with the red book (8th ed.) & then once you master topics there & want more resource to lean from, buy this book.The book include excellent resource on many advanced topics (that lack proper documentation on web), such as: Tessellation Shaders, multi GPUs on single PC (mixing render & compute), Depth of field, real time deformation, performance tuning, in-game video capture & much more ! (see table of content for complete listing)Since there are many contributors to this book, each chapter written by someone else - most of them write very good & easy to follow, but some write long paragraph that is hard to follow & bit confusing,Some chapters are dedicated to WebGL / openGL ES - 12 out of 44 chapters are webGL/openGL ES related (about 120 pages). Though that's good in some way, to get a "taste ", I wish the author would "split" those into a separate books (one for mobile/web & other sole for openGL), that way those who don't work in that field could get more chapters & resources on topics that do relate to them.Website of the book contains updated errata for any books typos & errors in code listing as well as download link for code examples listed on the book (hosted on GitHub).
I ended up buying this book after reading Patrick Cozzi's Virtual Globe engine book. This book has better print quality and just looks beautiful.The topics are great and contain lots of useful experience for WebGL, OpenGL ES, and OpenGL. In fact, this book is a compendium of high quality OpenGL knowledge. For example, the topics on performance and state tracking is one area that separate "toy" projects from production code. I only wish this was better presented and contained more information.
This is a great book - it has many different techniques that, yes you could find online, but are nicely self-contained with example code that help you get stuff done.I bought it for one of the chapters - but I will be returning to it for many of the rest.
Awesome book, I wish i knew this existed sooner
This book is an excellent resource for modern gl techniques. Another reviewer dinged it for lack of glsl, but it has an entire chapter dedicated just to glsl specifics (not techniques), which I found both sufficient and appropriate, given the wide breadth of material.Any serious graphics engineer should own this book.
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