Khronos


Khronos
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U4 Volume 5 Khronos


U4 Volume 5 Khronos
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Author : Renders Pierre-Paul
language : en
Publisher: Europe Comics
Release Date : 2022-06-22T00:00:00+02:00

U4 Volume 5 Khronos written by Renders Pierre-Paul and has been published by Europe Comics this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-22T00:00:00+02:00 with Young Adult Fiction categories.


Yannis, Koridwen, Jules, and Stéphane are Warriors of Time masters, four teenagers who have taken their destiny into their own hands. Their paths cross in Paris, where they are supposed to meet Khronos... But each is pursuing a different goal. Who can they trust in a world that's falling apart? How will they avoid the army and make it to the December 24 meeting? And above all, who is Khronos? What is his plan?"Khronos" concludes this series. Make sure you read the other volumes first. The first four are parallel stories, so it doesn't matter which one you start with.



Webgl Insights


Webgl Insights
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Author : Patrick Cozzi
language : en
Publisher: CRC Press
Release Date : 2015-08-06

Webgl Insights written by Patrick Cozzi and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-06 with Computers categories.


Given its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions-creating a growing demand for skilled WebGL developers.WebGL Insights shares experience-backed lessons learned by the WebGL



Game Development Tools


Game Development Tools
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Author : Marwan Ansari
language : en
Publisher: CRC Press
Release Date : 2016-04-19

Game Development Tools written by Marwan Ansari and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.


This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game de



Khronos


Khronos
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Author : Pierre-Paul Renders
language : fr
Publisher:
Release Date : 2022

Khronos written by Pierre-Paul Renders and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with categories.




Khronos


Khronos
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Author : Chris Paton
language : en
Publisher: Aarluuk Press
Release Date : 2020-04-22

Khronos written by Chris Paton and has been published by Aarluuk Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-22 with categories.


The Russian city of Arkhangelsk has fallen, its people held hostage within its walls as the German Confederation employs its Metal Emissaries in a new, more menacing role. Unaware of the drama in Arkhangelsk, Luise Hanover and Hari Singh hide onboard The Flying Scotsman, making their way north as they race to uncover the secrets of the khronoglyphs, before the slow demons open the passage of time. Khronos is a Steampunk Adventure set in Europe in the 1850s, full of airships, steam-powered fighting machines, chaos, rubble and dust. If you enjoy the Emperor's Edge series by Lindsay Buroker or A.W. Exley's Artifact Hunters, you're sure to enjoy the Steampunk Adventures of Hanover & Singh.



Opengl Es 3 0 Programming Guide


Opengl Es 3 0 Programming Guide
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Author : Dan Ginsburg
language : en
Publisher: Addison-Wesley Professional
Release Date : 2014-02-28

Opengl Es 3 0 Programming Guide written by Dan Ginsburg and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-28 with Computers categories.


OpenGL ® ES TM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.



Augmented Reality


Augmented Reality
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Author : Jon Peddie
language : en
Publisher: Springer Nature
Release Date : 2023-07-29

Augmented Reality written by Jon Peddie and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-29 with Computers categories.


This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.



Real Time 3d Graphics With Webgl 2


Real Time 3d Graphics With Webgl 2
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Author : Farhad Ghayour
language : en
Publisher: Packt Publishing Ltd
Release Date : 2018-10-31

Real Time 3d Graphics With Webgl 2 written by Farhad Ghayour and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-31 with Computers categories.


A comprehensive guide with 80+ examples on 3D programming in WebGL 2, covering computer graphics topics such as rendering, 3D math, camera, and more Key Features Create visually stunning, high-performance 3D applications for the web with WebGL 2 A complete course on 3D computer graphics: rendering, 3D math, lighting, cameras, and more Unlock a variety of new and advanced features offered in WebGL 2 Book Description As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript. What you will learn Understand the rendering pipeline provided in WebGL Build and render 3D objects with WebGL Develop lights using shaders, 3D math, and the physics of light reflection Create a camera and use it to navigate a 3D scene Use texturing, lighting, and shading techniques to render realistic 3D scenes Implement object selection and interaction in a 3D scene Cover advanced techniques for creating immersive and compelling scenes Learn new and advanced features offered in WebGL 2 Who this book is for This book is intended for developers who are interested in building highly interactive 3D applications for the web. A basic understanding of JavaScript is necessary; no prior computer graphics or WebGL knowledge is required.



Opengl Insights


Opengl Insights
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Author : Patrick Cozzi
language : en
Publisher: CRC Press
Release Date : 2012-07-23

Opengl Insights written by Patrick Cozzi and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-23 with Computers categories.


Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.



Opengl Es 2 0 Programming Guide


Opengl Es 2 0 Programming Guide
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Author : Aaftab Munshi
language : en
Publisher: Pearson Education
Release Date : 2008-07-24

Opengl Es 2 0 Programming Guide written by Aaftab Munshi and has been published by Pearson Education this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-07-24 with Computers categories.


OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now. In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Coverage includes: Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance Inputting geometry into the graphics pipeline, and assembling geometry into primitives Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries