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OpenGL數(shù)據(jù)可視化參考手冊(影印版 英文版)簡介,目錄書摘

2020-04-01 12:00 來源:京東 作者:京東
數(shù)據(jù)可視化
OpenGL數(shù)據(jù)可視化參考手冊(影印版 英文版)
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內(nèi)容簡介:  《OpenGL數(shù)據(jù)可視化參考手冊(影印版 英文版)》包含一系列易學(xué)的動手教程,可用于在較短的開發(fā)時(shí)間內(nèi)創(chuàng)建出引人注目的基于OpenGL的可視化工具。我們首先演示了如何快速地在Widnows、MacOS及Linux下搭建開發(fā)環(huán)境,接著用例子展示了如何使用OpenGL可視化各種應(yīng)用程序數(shù)據(jù),從簡單的2D數(shù)據(jù)集到需要技術(shù)的復(fù)雜3D工作集。每一章都解決了在現(xiàn)實(shí)中所遇到的各種可視化難題,并以模塊化的形式介紹了相關(guān)的OpenGL特性和庫。
  在書中學(xué)到的這些必不可少的技藝,足以讓你在各種平臺上(從傳統(tǒng)計(jì)算機(jī)到新移動/可穿戴式設(shè)備)開發(fā)出令人印象深刻的基于OpenGL的應(yīng)用程序,以滿足不同的數(shù)據(jù)可視化需求。
作者簡介:
目錄: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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