- 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: 7.5 x 1.2 x 9.2 inches
- Shipping Weight: 4 pounds (View shipping rates and policies)
- Average Customer Review: 5 customer reviews
- Amazon Best Sellers Rank: #582,072 in Books (See Top 100 in Books)
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OpenGL Insights 1st Edition
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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
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.
Top customer reviews
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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).
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.
I bought it for one of the chapters - but I will be returning to it for many of the rest.