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Table of Contents

To the right of each chapter, a combination of OpenGL, WebGL, OpenGL ES, and OpenGL SC tags identify what APIs the chapter is most relevant to. Click on each section or chapter to read its introduction (we're still working on getting introductions for all chapters up).

I Discovering
1. Teaching Computer Graphics Starting with Shader-Based OpenGL
Edward Angel
OpenGL
2. Transitioning Students to Post-Deprecation OpenGL
Mike Bailey
OpenGL
3. WebGL for OpenGL Developers
Patrick Cozzi and Scott Hunter
OpenGL
WebGL
4. Porting Mobile Apps to WebGL
Ashraf Samy Hegab
WebGL
OpenGL ES
5. The GLSL Shader Interfaces
Christophe Riccio
OpenGL
6. An Introduction to Tessellation Shaders
Philip Rideout and Dirk Van Gelder
OpenGL
7. Procedural Textures in GLSL
Stefan Gustavson
OpenGL
WebGL
OpenGL ES
8. OpenGL SC Emulation Based on OpenGL and OpenGL ES
Hwanyong Lee and Nakhoon Baek
OpenGL
OpenGL ES
OpenGL SC
9. Mixing Graphics and Compute with Multiple GPUs
Alina Alt
OpenGL
II Rendering Techniques
10. GPU Tessellation: We Still Have a LOD of Terrain to Cover
António Ramires Fernandes and Bruno Oliveira
OpenGL
11. Antialiased Volumetric Lines Using Shader-Based Extrusion
Sébastien Hillaire
OpenGL
WebGL
OpenGL ES
12. 2D Shape Rendering by Distance Fields
Stefan Gustavson
OpenGL
WebGL
OpenGL ES
13. Efficient Text Rendering in WebGL
Benjamin Encz
WebGL
14. Layered Textures Rendering Pipeline
Dzmitry Malyshau
OpenGL
15. Depth of Field with Bokeh Rendering
Charles de Rousiers and Matt Pettineo
OpenGL
16. Shadow Proxies
Jochem van der Spek
OpenGL
III Bending the Pipeline
17. Real-Time Physically Based Deformation Using Transform Feedback
Muhammad Mobeen Movania and Lin Feng
OpenGL
18. Hierarchical Depth Culling and Bounding-Box Management on the GPU
Dzmitry Malyshau
OpenGL
19. Massive Number of Shadow-Casting Lights with Layered Rendering
Daniel Rákos
OpenGL
20. Efficient Layered Fragment Buffer Techniques
Pyarelal Knowles, Geoff Leach, and Fabio Zambetta
OpenGL
21. Programmable Vertex Pulling
Daniel Rákos
OpenGL
22. Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer
Cyril Crassin and Simon Green
OpenGL
IV Performance
23. Performance Tuning for Tile-Based Architectures
Bruce Merry
WebGL
OpenGL ES
24. Exploring Mobile vs. Desktop OpenGL Performance
Jon McCaffrey
OpenGL
WebGL
OpenGL ES
25. Improving Performance by Reducing Calls to the Driver
Sébastien Hillaire
OpenGL
26. Indexing Multiple Vertex Arrays
Arnaud Masserann
OpenGL
WebGL
OpenGL ES
27. Multi-GPU Rendering on NVIDIA Quadro
Shalini Venkataraman
OpenGL
V Transfers
28. Asynchronous Buffer Transfers
Ladislav Hrabcak and Arnaud Masserann
OpenGL
29. Fermi Asynchronous Texture Transfers
Shalini Venkataraman
OpenGL
30. WebGL Models: End-to-End
Won Chun
WebGL
31. In-Game Video Capture with Real-Time Texture Compression
Brano Kemen
OpenGL
32. An OpenGL-Friendly Geometry File Format and Its Maya Exporter
Adrien Herubel and Venceslas Biri
OpenGL
OpenGL ES
VI Debugging and Profiling
33. ARB_debug_output: A Helping Hand for Desperate Developers
António Ramires Fernandes and Bruno Oliveira
OpenGL
34. The OpenGL Timer Query
Christopher Lux
OpenGL
35. A Real-Time Profiling Tool
Lionel Fuentes
OpenGL
36. Browser Graphics Analysis and Optimizations
Chris Dirks and Omar A. Rodriguez
WebGL
37. Performance State Tracking
Aleksandar Dimitrijevic
OpenGL
38. Monitoring Graphics Memory Usage
Aleksandar Dimitrijevic
OpenGL
VII Software Design
39. The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D
Daniel Koch and Nicolas Capens
WebGL
OpenGL ES
40. SceneJS: A WebGL-Based Scene Graph Engine
Lindsay Kay
WebGL
41. Features and Design Choices in SpiderGL
Marco Di Benedetto, Fabio Ganovelli, and Francesco Banterle
WebGL
42. Multimodal Interactive Simulations on the Web
Tansel Halic, Woojin Ahn, and Suvranu De
WebGL
43. A Subset Approach to Using OpenGL and OpenGL ES
Jesse Barker and Alexandros Frantzis
OpenGL
OpenGL ES
44. The Build Syndrome
Jochem van der Spek and Daniel Dekkers
OpenGL
OpenGL ES