Book Image

OpenGL Development Cookbook

By : Muhammad Mobeen Movania
Book Image

OpenGL Development Cookbook

By: Muhammad Mobeen Movania

Overview of this book

OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL. OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.
Table of Contents (15 chapters)
OpenGL Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


Even with the introduction of lighting, our virtual objects don't look and feel real. This is because our lights are a simple approximation of the reflection behavior of the surface. There is a specific category of algorithms that help bridge the gap between the real-world lighting and the virtual-world lighting. These are called global illumination methods. Although these methods had been proven to be expensive to evaluate in real time, new methods have been proposed that fake the global illumination using clever techniques. One such technique is spherical harmonics lighting that uses HDR light probes to light a virtual scene having no light source. The idea is to extract the lighting information from the light probe and give a feeling that the virtual objects are in the same environment.

In addition, rendering of transparent geometry is also problematic since this requires sorting of geometry in the depth order. If the scene complexity increases, it becomes not only difficult...