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OpenGL Superbible
  • Language: en
  • Pages: 1723

OpenGL Superbible

OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both 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. ...

OpenGL Superbible
  • Language: en
  • Pages: 969

OpenGL Superbible

The comprehensive, hands-on guide to OpenGL is now fully updated for OpenGL 3.X, and is now part of the official OpenGL series from AW • •This is the best all-around introduction to OpenGL for a programmer at any level of experience. •Fully revised and updated, with new or re-written coverage on OpenGL 3.X •Includes an iPhone/iPod Touch/iPad tutorial, with example programs for those devices. •Now part of the official OpenGL series, which will give it more visibility within the OpenGL community. OpenGL is the leading 3D API (programmers toolkit) for real-time computer graphics. It is the foundation of on-screen special effects for today's hottest computer games, flight simulators, c...

OpenGL SuperBible
  • Language: en
  • Pages: 1437

OpenGL SuperBible

OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPo...

OpenGL SuperBible
  • Language: en
  • Pages: 856

OpenGL SuperBible

OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and ...

OpenGL Superbible
  • Language: en
  • Pages: 760

OpenGL Superbible

  • Type: Book
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  • Published: 1996
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  • Publisher: Unknown

Until OpenGL SuperBible, there has been scant material explaining how to use OpenGL under Windows. This thorough resource shows developers the basics of OpenGL programming, describes how OpenGL works with Windows, and provides a comprehensive reference to all OpenGL functions and commands.

OpenGL SuperBible
  • Language: en
  • Pages: 750

OpenGL SuperBible

  • Type: Book
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  • Published: 2000
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  • Publisher: Unknown

Functioning both as a tutorial and a reference manual, this hands-on guide provides everything readers need to implement the versions of OpenGL available in 1999/2000.

World Congress of Medical Physics and Biomedical Engineering 2006
  • Language: en
  • Pages: 4361

World Congress of Medical Physics and Biomedical Engineering 2006

These proceedings of the World Congress 2006, the fourteenth conference in this series, offer a strong scientific program covering a wide range of issues and challenges which are currently present in Medical physics and Biomedical Engineering. About 2,500 peer reviewed contributions are presented in a six volume book, comprising 25 tracks, joint conferences and symposia, and including invited contributions from well known researchers in this field.

_算机_形_ —— 原理、方法与_用
  • Language: en

_算机_形_ —— 原理、方法与_用

�本_系_、全面地_述_算机_形_基本原理、方法及其_用。在__算机 _形系_作_要介_的基_上,__算机_形_系_的原理、基本_元的生成技 _、_形的各种__及交互技_,三__形的表示及真_感_形的_制等_容_ 行了_述。 本_既重_基本理_及其算法的描述,又力__小理_与___用之_的差 距。把_形_基本理_与目前_泛_用的三__形___准OpenGL _合起_。主 要章_在_述了基本原理和算法之后均_出了用C _言_合OpenGL 表示的_例。 全__理清晰,_容_用,各章均配有思考_、__,便于自_。

Technologies for E-Learning and Digital Entertainment
  • Language: en
  • Pages: 974

Technologies for E-Learning and Digital Entertainment

  • Type: Book
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  • Published: 2007-07-17
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.