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OpenGL Development Cookbook

You're reading from   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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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

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

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...

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