描述
开 本: 16开纸 张: 胶版纸包 装: 平装-胶订是否套装: 否国际标准书号ISBN: 9787564170752
内容简介
雷蒙德·C.H.卢、威廉·C.Y.卢编*的 《OpenGL数据可视化参考手册(影印版)(英文版)》包 含一系列易学的动手教程,可用于在*短的开发时间 内创建出引人注目的基于OpenGL的可视化工具。我们 首先演示了如何快速地在Widnows、Mac OS及Linux 下搭建开发环境,接着用例子展示了如何使用OpenGL 可视化各种应用程序数据,从简单的2D数据集到需要 ***技术的复杂3D工作集。每一章都解决了在现实 中所遇到的各种可视化难题,并以模块化的形式介绍 了相关的OpenGL特性和库。
在书中学到的这些必不可少的技艺,足以让你在 各种平台上(从传统计算机到*新移动/可穿戴式设 备)开发出令人印象深刻的基于OpenGL的应用程序, 以满足不同的数据可视化需求。
在书中学到的这些必不可少的技艺,足以让你在 各种平台上(从传统计算机到*新移动/可穿戴式设 备)开发出令人印象深刻的基于OpenGL的应用程序, 以满足不同的数据可视化需求。
目 录
Preface Chapter 1: Getti_ip_g Started with OpenGL Introduction Setting up a Windows-based development platform Setting up a Mac-based development platform Setting up a Linux-based development platform Installing the GLFW library in Windows Installing the GLFW library in Mac OS X and Linux Creating your first OpenGL application with GLFW Compiling and running your first OpenGL application in Windows Compiling and running your first OpenGL application in Mac OS X or Linux Chapter 2: O penGL Primitives and 2D Data Visualization Introduction OpenGL primitives Creating a 2D plot using primitives Real-time visualization of time series 2D visualization of 3D/4D datasets Chapter 3: Interactive 3D Data Visualization Introduction Setting up a virtual camera for 3D rendering Creating a 3D plot with perspective rendering Creating an interactive environment with GLFW Rendering a volumetric dataset - MCML simulation Chapter 4: Rendering 2D Images and Videos with Texture Mapping Introduction Getting started with modern OpenGL (3.2 and higher) Setting up the GLEW, GLM, SOIL, and OpenCV libraries in Windows Setting up the GLEW, GLM, SOIL, and OpenCV libraries in Mac OS X/Linux Creating your first vertex and fragment shader using GLSL Rendering 2D images with texture mapping Real-time video rendering with filters Chapter 5: Rendering of Point Cloud Data for 3D Range-sensing Cameras Introduction Getting started with the Microsoft Kinect (PrimeSense) 3D range-sensing camera Capturing raw data from depth-sensing cameras OpenGL point cloud rendering with texture mapping and overlays Chapter 6: Rendering Stereoscopic 3D Models using OpenGL Introduction Installing the Open Asset Import Library (Assimp) Loading the first 3D model in the Wavefront Object (.obj) format Rendering 3D models with points, lines, and triangles Stereoscopic 3D rendering Chapter 7: An Introduction to Real-time Graphics Rendering on a Mobile Platform using OpenGL ES 3.0 Introduction Setting up the Android SDK Setting up the Android Native Development Kit (NDK) Developing a basic framework to integrate the Android NDK Creating your first Android application with OpenGL ES 3.0 Chapter 8: Interactive Real-time Data Visualization on Mobile Devices Introduction Visualizing real-time data from built-in Inertial Measurement Units (IMUs) Part I - handling multi-touch interface and motion sensor inputs Part II - interactive, real-time data visualization with mobile GPUs Chapter 9: Augmented Reality-based Visualization on Mobile or Wearable Platforms Introduction Getting started I: Setting up OpenCV on Android Getting started I1: Accessing the camera live feed using OpenCV Displaying real-time video using texture mapping AR-based data visualization over real-world scenes Index
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