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OpenGL Insights 1st Edition
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Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers.
Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling.
Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.
- ISBN-101439893764
- ISBN-13978-1439893760
- Edition1st
- PublisherA K Peters/CRC Press
- Publication dateJuly 23, 2012
- LanguageEnglish
- Dimensions8 x 1.3 x 9.6 inches
- Print length712 pages
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Editorial Reviews
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
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.
Product details
- Publisher : A K Peters/CRC Press; 1st edition (July 23, 2012)
- Language : English
- Hardcover : 712 pages
- ISBN-10 : 1439893764
- ISBN-13 : 978-1439893760
- Item Weight : 4.04 pounds
- Dimensions : 8 x 1.3 x 9.6 inches
- Best Sellers Rank: #3,639,216 in Books (See Top 100 in Books)
- #86 in OpenGL Software Programming
- #194 in Rendering & Ray Tracing
- #1,032 in Computer Graphics
- Customer Reviews:
About the authors

Christophe is a graphics programmer with a background in Digital Content Creation (DCC) tools, game programming, and GPU design research. He has a MS degree in computer game programming from the University of Teesside.
He joined e-on software to work on terrain rendering and to design a multi-threaded graphics renderer. Then, he did researches for Imagination Technologies on PowerVR series 6 GPU design. He is currently an OpenGL Garderner for AMD and an OpenGL ARB member.
In the past ten years, Christophe has become an active OpenGL community contributor and moderator. Through G-Truc Creation (www.g-truc.net), he writes articles to promote modern OpenGL programming. He develops tools, GLM (glm.g-truc.net) and the OpenGL Samples Pack, which are parts of the official OpenGL SDK.

I work at the intersection of computer graphics, geospatial, and the web as a software developer, educator, and author.
My contributions to the field include
* Starting Cesium, an open-source JavaScript library for creating 3D virtual globes with WebGL
* Writing and editing books: WebGL Insights, OpenGL Insights, and 3D Engine Design for Virtual Globes
* Co-creating glTF, the runtime asset format for WebGL, OpenGL ES, and OpenGL (in progress)
* Teaching GPU Programming and Architecture, with students that received positions at NVIDIA, AMD, Qualcomm, and various game and movie studios
* Giving talks at SIGGRAPH, FOSS4G, and COM.Geo
* Writing chapters for the GPU Pro and Game Engine Gems series
* Reviewing various graphics courses, books, and publications. I'm on the editorial board for the Journal of Computer Graphics Techniques (JCGT)
My interests include
* Computer graphics - WebGL, OpenGL, virtual globes, massive models, 3D engine design, asset formats, real-time rendering, and GPU architecture
* Software development - framework design, unit testing, parallelism, JavaScript, Node.js, recruitment, and technical interviews
* Open source software - development practices, building community, culture, code sprints, hackathons, and business models
* Moving our field forward - teaching, giving talks, writing, editing, and mentoring
Visit my website: http://www.seas.upenn.edu/~pcozzi/
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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).
I bought it for one of the chapters - but I will be returning to it for many of the rest.
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.
Any serious graphics engineer should own this book.
I gave it 4 stars instead of 5 because I bought the Kindle version, and it's not supported in the Kindle browser app, which is where this type of book is most useful to me, with my editor on one screen and the book on the other.





