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OpenGL Development Cookbook
OpenGL Development Cookbook

OpenGL Development Cookbook: OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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OpenGL Development Cookbook

Chapter 2. 3D Viewing and Object Picking

The recipes covered in this chapter include:

  • Implementing a vector-based camera model with FPS style input support
  • Implementing the free camera
  • Implementing target camera
  • Implementing the view frustum culling
  • Implementing object picking using the depth buffer
  • Implementing object picking using color based picking
  • Implementing object picking using scene intersection queries

Introduction

In this chapter, we will look at the recipes for handling 3D viewing tasks and object picking in OpenGL v3.3 and above. All of the real-time simulations, games, and other graphics applications require a virtual camera or a virtual viewer from the point of view of which the 3D scene is rendered. The virtual camera is itself placed in the 3D world and has a specific direction called the camera look direction. Internally, the virtual camera is itself a collection of translations and rotations, which is stored inside the viewing matrix.

Moreover, projection settings for the virtual camera control how big or small the objects appear on screen. This is the kind of functionality which is controlled through the real world camera lens. These are controlled through the projection matrix. In addition to specifying the viewing and projection matrices, the virtual camera may also help with reducing the amount of geometry pushed to the GPU. This is through a process called view frustum culling...

Implementing a vector-based camera with FPS style input support

We will begin this chapter by designing a simple class to handle the camera. In a typical OpenGL application, the viewing operations are carried out to place a virtual object on screen. We leave the details of the transformations required in between to a typical graduate text on computer graphics like the one given in the See also section of this recipe. This recipe will focus on designing a simple and efficient camera class. We create a simple inheritance from a base class called CAbstractCamera. We will inherit two classes from this parent class, CFreeCamera and CTargetCamera, as shown in the following figure:

Implementing a vector-based camera with FPS style input support

Getting ready

The code for this recipe is in the Chapter2/src directory. The CAbstractCamera class is defined in the AbstractCamera.[h/cpp] files.

class CAbstractCamera
{
public:
  CAbstractCamera(void);
  ~CAbstractCamera(void);
  void SetupProjection(const float fovy, const float aspectRatio, const float near=0.1f, const...

Implementing the free camera

Free camera is the first camera type which we will implement in this recipe. A free camera does not have a fixed target. However it does have a fixed position from which it can look in any direction.

Getting ready

The following figure shows a free viewing camera. When we rotate the camera, it rotates at its position. When we move the camera, it keeps looking in the same direction.

Getting ready

The source code for this recipe is in the Chapter2/FreeCamera directory. The CFreeCamera class is defined in the Chapter2/src/FreeCamera.[h/cpp] files. The class interface is as follows:

class CFreeCamera : public CAbstractCamera
{
public:
  CFreeCamera(void);
  ~CFreeCamera(void);
  void Update();
  void Walk(const float dt);
  void Strafe(const float dt);
  void Lift(const float dt);
  void SetTranslation(const glm::vec3& t);
  glm::vec3 GetTranslation() const;
  void SetSpeed(const float speed);
  const float GetSpeed() const;
protected:
  float speed; //move speed of camera in...

Implementing the target camera

The target camera works the opposite way. Rather than the position, the target remains fixed, while the camera moves or rotates around the target. Some operations like panning, move both the target and the camera position together.

Getting ready

The following figure shows an illustration of a target camera. Note that the small box is the target position for the camera.

Getting ready

The code for this recipe resides in the Chapter2/TargetCamera directory. The CTargetCamera class is defined in the Chapter2/src/TargetCamera.[h/cpp] files. The class declaration is as follows:

class CTargetCamera : public CAbstractCamera
{
public:
  CTargetCamera(void);
  ~CTargetCamera(void);
  void Update();
  void Rotate(const float yaw, const float pitch, const float roll);
  void SetTarget(const glm::vec3 tgt);
  const glm::vec3 GetTarget() const;
  void Pan(const float dx, const float dy);
  void Zoom(const float amount );
  void Move(const float dx, const float dz);
protected:
  glm::vec3...

Implementing view frustum culling

When working with a lot of polygonal data, there is a need to reduce the amount of geometry pushed to the GPU for processing. There are several techniques for scene management, such as quadtrees, octrees, and bsp trees. These techniques help in sorting the geometry in visibility order, so that the objects are sorted (and some of these even culled from the display). This helps in reducing the work load on the GPU.

Even before such techniques can be used, there is an additional step which most graphics applications do and that is view frustum culling. This process removes the geometry if it is not in the current camera's view frustum. The idea is that if the object is not viewable, it should not be processed. A frustum is a chopped pyramid with its tip at the camera position and the base is at the far clip plane. The near clip plane is where the pyramid is chopped, as shown in the following figure. Any geometry inside the viewing frustum is displayed...

Introduction


In this chapter, we will look at the recipes for handling 3D viewing tasks and object picking in OpenGL v3.3 and above. All of the real-time simulations, games, and other graphics applications require a virtual camera or a virtual viewer from the point of view of which the 3D scene is rendered. The virtual camera is itself placed in the 3D world and has a specific direction called the camera look direction. Internally, the virtual camera is itself a collection of translations and rotations, which is stored inside the viewing matrix.

Moreover, projection settings for the virtual camera control how big or small the objects appear on screen. This is the kind of functionality which is controlled through the real world camera lens. These are controlled through the projection matrix. In addition to specifying the viewing and projection matrices, the virtual camera may also help with reducing the amount of geometry pushed to the GPU. This is through a process called view frustum culling...

Implementing a vector-based camera with FPS style input support


We will begin this chapter by designing a simple class to handle the camera. In a typical OpenGL application, the viewing operations are carried out to place a virtual object on screen. We leave the details of the transformations required in between to a typical graduate text on computer graphics like the one given in the See also section of this recipe. This recipe will focus on designing a simple and efficient camera class. We create a simple inheritance from a base class called CAbstractCamera. We will inherit two classes from this parent class, CFreeCamera and CTargetCamera, as shown in the following figure:

Getting ready

The code for this recipe is in the Chapter2/src directory. The CAbstractCamera class is defined in the AbstractCamera.[h/cpp] files.

class CAbstractCamera
{
public:
  CAbstractCamera(void);
  ~CAbstractCamera(void);
  void SetupProjection(const float fovy, const float aspectRatio, const float near=0.1f, const...

Implementing the free camera


Free camera is the first camera type which we will implement in this recipe. A free camera does not have a fixed target. However it does have a fixed position from which it can look in any direction.

Getting ready

The following figure shows a free viewing camera. When we rotate the camera, it rotates at its position. When we move the camera, it keeps looking in the same direction.

The source code for this recipe is in the Chapter2/FreeCamera directory. The CFreeCamera class is defined in the Chapter2/src/FreeCamera.[h/cpp] files. The class interface is as follows:

class CFreeCamera : public CAbstractCamera
{
public:
  CFreeCamera(void);
  ~CFreeCamera(void);
  void Update();
  void Walk(const float dt);
  void Strafe(const float dt);
  void Lift(const float dt);
  void SetTranslation(const glm::vec3& t);
  glm::vec3 GetTranslation() const;
  void SetSpeed(const float speed);
  const float GetSpeed() const;
protected:
  float speed; //move speed of camera in m...
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Key benefits

  • Explores current graphics programming techniques including GPU-based methods from the outlook of modern OpenGL 3.3
  • Includes GPU-based volume rendering algorithms
  • Discover how to employ GPU-based path and ray tracing
  • Create 3D mesh formats and skeletal animation with GPU skinning
  • Explore graphics elements including lights and shadows in an easy to understand manner

Description

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.

Who is this book for?

OpenGL Development Cookbook is geared toward intermediate OpenGL programmers to take you to the next level and create amazing OpenGL graphics in your applications.

What you will learn

  • Create an OpenGL 3.3 rendering context
  • Get to grips with camera-based viewing and object picking techniques
  • Learn off-screen rendering and environment mapping techniques to render mirrors
  • Discover shadow mapping techniques, including variance shadow mapping
  • Implement a particle system using shaders
  • Learn about GPU-based methods for global illumination using spherical harmonics and SSAO
  • Understand translucent geometry and order independent transparency using dual depth peeling
  • Explore GPU-based volumetric lighting using half angle slicing and physically based simulation on the GPU using transform feedback
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Publication date : Jun 25, 2013
Length: 326 pages
Edition : 1st
Language : English
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Table of Contents

9 Chapters
1. Introduction to Modern OpenGL Chevron down icon Chevron up icon
2. 3D Viewing and Object Picking Chevron down icon Chevron up icon
3. Offscreen Rendering and Environment Mapping Chevron down icon Chevron up icon
4. Lights and Shadows Chevron down icon Chevron up icon
5. Mesh Model Formats and Particle Systems Chevron down icon Chevron up icon
6. GPU-based Alpha Blending and Global Illumination Chevron down icon Chevron up icon
7. GPU-based Volume Rendering Techniques Chevron down icon Chevron up icon
8. Skeletal and Physically-based Simulation on the GPU Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Amazon Customer May 05, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It seems at this moment the best approach to learn and to teach OpenGL is to go with version 3.3, as it seems that glew has problem with 4.x. David Wolf’s book tackles that problem for OpenGL 4.3, but his approach is not good for beginners.This book has some advantages to other books. Here is my list:1 - It uses glm, which is open source and is common, SuperBible does not, Wolf does.2 - Its framework is simple and very clean, I easily eliminated glut and used examples with my small glfw framework. SuperBible has complicated framework, Wolf’s is better, but still complicated.3 - Unlike SuperBible, projects for each example is separated cleanly. Wolf’s projects are nicely separated too.4 - It has codes for 3ds model which is common, SuperBible uses its own 3d file format which is not common. Wolf does not cover 3D models.5 - Have good coverage for shadow. Others do but not as good.Learning modern OpenGL is not easy, this book make it a little easier, other books make it harder because they complicate steps by introducing their own complicated framework.
Amazon Verified review Amazon
David J. Sep 08, 2013
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If you want to learn OpenGL v3.3+ by doing, rather than by studying, this is the book for you, because it's ultra concise and driven by simple, practical examples.This book does *not* however, explain 3d mathematics or 3d rasterization. If you don't understand those concepts, I would pair this book with 3D Math Primer for Graphics and Game Development (Wordware Game Math Library) , which I find to be the most approachable coverage of 3d math and the 3d rendering process.Why do I like this book?Compared to other OpenGL books (including the "official" orange-book), OpenGL Development Cookbook doesn't deluge you with mountains of functions all at once, it doesn't include unwieldy 3-5 page code fragments, and it doesn't bury you in every detail of every function. This is an excellent choice, because too many of those details can get in the way of understanding the key parts of getting results. Nitty gritty function definitions are all available freely on the Internet, so this book doesn't bother with them. Instead it shows practical, concise examples of how to use available OpenGL features and functions to achieve actual results.After you get your bearings and can get basic stuff on screen, if the examples and the Internet have made you comfortable with the OpenGL API itself, you can move onto advanced rendering techniques presented in books such as OpenGL 4.0 Shading Language CookbookGPU Gems 3 , GPU Computing Gems Jade Edition (Applications of GPU Computing Series) , or in examples you can find by searching for them on the Internet.If you find moving beyond the examples in this book is difficult because you haven't developed enough understanding of the OpenGL API itself, then you need a reference book such as OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) or OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) , or OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) . Be sure to pick the right one(s) for the version of OpenGL you are targeting.No book is perfect. The things not perfect about OpenGL Development Cookbook are...1) The book periodically makes a claim as if it's cause is obvious to the reader, when in fact it is far from obvious to anyone who needs this book. One such example is the insufficient description of Vertex Array Objects mentioned by another reviewer. Another is a side-note about performance improvements to instance matrices which is not sufficiently explained. There are other similar 'glossings over', which are missing-links in an otherwise excellent learn-by-example book.2) It would be nice if either there was some coverage of OpenGL 2 and GLSL 1.2, or the book mentioned it is only v3.3+ in the name. The book covers OpenGL/GLSL 3.3+ only, which is nice in that it's the new modern OpenGL, whose concepts scale into OpenGL 4 well. However, the baseline minspec for the widest desktop hardware compatibility (in 2013) is still OpenGL 2 + GLSL 1.2. Those who need to support older hardware will need to learn those examples elsewhere, as this book is entirely focused on the modern, more efficient, and more flexible OpenGL 3.3 and GLSL 3.3 style uniform buffers and vertex-buffers, index-buffers.
Amazon Verified review Amazon
Karol Gasinski Sep 16, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
There is plenty of books about OpenGL, which treat about it's old versions, focusing on theory or are being too abstract. This book is completely different! It was created with the aim of learning modern OpenGL, and all it's content is driven by results oriented approach. This is exactly type of book you need, when you want to quickly set up environment, and learn how to solve life problems.Each chapter describes one use case scenario, and minimum one way of solving it, by using OpenGL. Everything is explained step by step, describing why such API calls are used and how they work. Chapters are organized into groups of similar examples, and are leading reader through all aspects of modern OpenGL API. We start with easy examples like picking, going through PCF shadowing, and finishing on advanced stuff like Global Illumination or OIT depth peeling. As a result, reader learns overall usage of modern OpenGL API and is capable of solving new problems on its own.I'm really glad that this book was written and that it is available to us all.I hope you will enjoy it as much as I was!Karol Gasinski
Amazon Verified review Amazon
nesdavid Oct 20, 2014
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
It's a good book to get a grasp of the dynamic pipeline if you are already familiar with the fixed one. And being a cookbook it's very good if you lear more by example than by reading tons of theory, anyway it's a very good starting point.
Amazon Verified review Amazon
sinan çanga Aug 20, 2013
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PACKT requested me to review their recently published OpenGL book. Content seemed interesting and i agreed to write a review about it.Web is still full of legacy OpenGL stuff and finding useful information about modern OpenGL can be pain. This book has no legacy info in it and entirely focuses on modern OpenGL (OpenGL 3.3+ core profile). Book is written in cookbook style so i don't think it is for beginners. If you have past experience with OpenGL and want to migrate modern OpenGL then this book is for you. If you are complete newbie or want to know more about the way OpenGL works then you should look somewhere else. Generally author did a good job on demonstrating modern OpenGL features through practical graphics examples.Book starts with setting up a OpenGL 3.3 core profile application on Windows. Altough source code relies on cross platform technologies (freeglut, GLEW, glm and SOIL ) build system is stricly tied to a specific IDE (Visual Studio 2010). Additional effort required to build samples if you don't have access Visual Studio 2010 and above or if you are not a Windows user. Building samples on Linux shouldn't be a problem. On the other hand current Mac OS X does not support OpenGL 3.3 yet. Of course this is not book's problem. What i would rather have: headless build systems. May be i'm asking a bit much but i hope book authors consider this. Since modern OpenGL is a shader driven API author first develops a C++ shader class and uses it through rest of the book. Book talks about vertex, geometry and fragment shader stages of the pipeline. There is no mention about tesellation control and tesellation evaluation shaders. I really wish author devote some chapters for tesellation and compute shaders. Don't get confused, book contains valuable information from broad range of topics.Book progressively develops from fundemantals to more advanced graphics techniques. Start to end style reading may be beneficial for people who wants to learn about modern OpenGL. In this way reader will meet OpenGL constructs about shader management, geometry data & its management and pixel data management in order.Book can also be read out of order. In fact it is more suitable for random reading. You will most likely find information about a graphics technique you want to implement. Author discusses and provides implementations about some advanced topics like: cloth simulation, order independent transparency, volume rendering and GPU path tracing. I particularly found interesting doing physically based simulations entirely on GPU. I also like sections about volume rendering because author gives multiple implementations of volume rendering. Since it is a cookbook, devoted pages for a graphics technique are sometimes quite limited but author generally gives reference links to techniques explained. At least lack of theory about a topic explained is reduced that way..After all, this is a good book and may be useful for people who have already an OpenGL background. Author talks about broad range of graphics topics in context of modern OpenGL.
Amazon Verified review Amazon
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Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela