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OpenGL Data Visualization Cookbook

OpenGL Data Visualization Cookbook

4.6 (5)
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OpenGL Data Visualization Cookbook

OpenGL Data Visualization Cookbook

4.6 (5)

Overview of this book

OpenGL is a great multi-platform, cross-language, and hardware-accelerated graphics interface for visualizing large 2D and 3D datasets. Data visualization has become increasingly challenging using conventional approaches as datasets become larger and larger, especially with the Big Data evolution. From a mobile device to a sophisticated high-performance computing cluster, OpenGL libraries provide developers with an easy-to-use interface to create stunning visuals in 3D in real time for a wide range of interactive applications. This book provides a series of easy-to-follow, hands-on tutorials to create appealing OpenGL-based visualization tools with minimal development time. We will first illustrate how to quickly set up the development environment in Windows, Mac OS X, and Linux. Next, we will demonstrate how to visualize data for a wide range of applications using OpenGL, starting from simple 2D datasets to increasingly complex 3D datasets with more advanced techniques. Each chapter addresses different visualization problems encountered in real life and introduces the relevant OpenGL features and libraries in a modular fashion. By the end of this book, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs, on platforms ranging from conventional computers to the latest mobile/wearable devices.
Table of Contents (11 chapters)
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10
Index

Part II – interactive, real-time data visualization with mobile GPUs


Now we will complete our demo with the native code implementation to create our highly interactive Android-based data visualization application with OpenGL ES 3.0 as well as the Android sensor and gesture control interface.

The following class diagram highlights what remains to be implemented on the C/C++ side:

How to do it…

Here, we describe the implementation of the OpenGL ES 3.0 native code to complete the demo application. We will preserve the same code structure from Chapter 7, An Introduction to Real-time Graphics Rendering on a Mobile Platform using OpenGL ES 3.0. In the following steps, only the new codes are highlighted, and all changes are implemented in the main.cpp file inside the jni folder:

  1. Include all necessary header files, including JNI, OpenGL ES 3.0, and the GLM library:

    #define GLM_FORCE_RADIANS
    
    //header for JNI
    #include <jni.h>
    ...
    
    //header for GLM library
    #include <glm/glm.hpp>
    #include &lt...

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