Book Image

OpenGL Data Visualization Cookbook

Book Image

OpenGL Data Visualization Cookbook

Overview of this book

OpenGL is a great multi-platform, cross-language, and hardware-accelerated graphics interface for visualizing large 2D and 3D datasets. Data visualization has become increasingly challenging using conventional approaches as datasets become larger and larger, especially with the Big Data evolution. From a mobile device to a sophisticated high-performance computing cluster, OpenGL libraries provide developers with an easy-to-use interface to create stunning visuals in 3D in real time for a wide range of interactive applications. This book provides a series of easy-to-follow, hands-on tutorials to create appealing OpenGL-based visualization tools with minimal development time. We will first illustrate how to quickly set up the development environment in Windows, Mac OS X, and Linux. Next, we will demonstrate how to visualize data for a wide range of applications using OpenGL, starting from simple 2D datasets to increasingly complex 3D datasets with more advanced techniques. Each chapter addresses different visualization problems encountered in real life and introduces the relevant OpenGL features and libraries in a modular fashion. By the end of this book, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs, on platforms ranging from conventional computers to the latest mobile/wearable devices.
Table of Contents (16 chapters)
OpenGL Data Visualization Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

OpenGL primitives


In the simplest terms, primitives are just basic shapes that are drawn in OpenGL. In this section, we will provide a brief overview of the main geometric primitives that are supported by OpenGL and focus specifically on three commonly used primitives (which will also appear in our demo applications): points, lines, and triangles.

Drawing points

We begin with a simple, yet very useful, building block for many visualization problems: a point primitive. A point can be in the form of ordered pairs in 2D, or it can be visualized in the 3D space.

Getting ready

To simplify the workflow and improve the readability of the code, we first define a structure called Vertex, which encapsulates the fundamental elements such as the position and color of a vertex.

typedef struct
{
  GLfloat x, y, z; //position
  GLfloat r, g, b, a; //color and alpha channels
} Vertex;

Now, we can treat every object and shape in terms of a set of vertices (with a specific color) in space. In this chapter, as our...