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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

What this book covers

Chapter 1, Getting Started with OpenGL, introduces the essential development tools required to create OpenGL-based data visualization applications and provides a step-by-step tutorial on how to set up the environment for our first OpenGL demo application in Windows, Mac OS X, and Linux.

Chapter 2, OpenGL Primitives and 2D Data Visualization, focuses on the use of OpenGL 2.0 primitives, such as points, lines, and triangles, to enable the basic 2D visualization of data, including time series such as an electrocardiogram (ECG).

Chapter 3, Interactive 3D Data Visualization, builds upon the fundamental concepts discussed previously and extends the demos to incorporate more sophisticated OpenGL features for 3D rendering.

Chapter 4, Rendering 2D Images and Videos with Texture Mapping, introduces OpenGL techniques to visualize another important class of datasets—those involving images or videos. Such datasets are commonly encountered in many fields, including medical imaging applications.

Chapter 5, Rendering of Point Cloud Data for 3D Range-sensing Cameras, introduces the techniques used to visualize another interesting and emerging class of data—depth information from 3D range sensing cameras.

Chapter 6, Rendering Stereoscopic 3D Models using OpenGL, demonstrates how to visualize data with stunning stereoscopic 3D technology using OpenGL. OpenGL does not provide any mechanism to load, save, or manipulate 3D models. Thus, to support this, we will integrate a new library named Assimp into our code.

Chapter 7, An Introduction to Real-time Graphics Rendering on a Mobile Platform using OpenGL ES 3.0, transitions to an increasingly powerful and ubiquitous computing platform by demonstrating how to set up the Android development environment and create the first Android-based application on the latest mobile devices, from smartphones to tablets, using OpenGL for Embedded Systems (OpenGL ES).

Chapter 8, Interactive Real-time Data Visualization on Mobile Devices, demonstrates how to visualize data interactively by using built-in motion sensors called Inertial Measurement Units (IMUs) and the multitouch interface found on mobile devices.

Chapter 9, Augmented Reality-based Visualization on Mobile or Wearable Platforms, introduces the fundamental building blocks required to create your first AR-based application on a commodity Android-based mobile device: OpenCV for computer vision, OpenGL for graphics rendering, as well as Android's sensor framework for interaction.

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