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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 you need for this book

This book supports a wide range of platforms and open source libraries, ranging from Windows, Mac OS X, or Linux-based desktop applications to portable Android-based mobile applications. You will need a basic understanding of C/C++ programming and background in basic linear algebra for geometric models.

The following are the requirements for chapters 1 to 3:

  • OpenGL version: 2.0 or higher (easy to test on legacy graphics hardware).
  • Platforms: Windows, Mac OS X, or Linux.
  • Libraries: GLFW for OpenGL Windows/context management and handling user inputs. No additional libraries are needed, which makes it very easy to integrate into existing projects.
  • Development tools: Windows Visual Studio or Xcode, CMake, and gcc.

The following are the requirements for chapters 4 to 6:

  • OpenGL version: 3.2 or higher.
  • Platforms: Windows, Mac OS X, or Linux.
  • Libraries: Assimp for 3D model loading, SOIL for image and texture loading, GLEW for runtime OpenGL extension support, GLM for matrix operations, and OpenCV for image processing
  • Development tools: Windows Visual Studio or Xcode, CMake, and gcc.

The following are the requirements for chapters 7 to 9:

  • OpenGL version: OpenGL ES 3.0
  • Platforms: Linux or Mac OS X for development, and Android OS 4.3 and higher (API 18 and higher) for deployment
  • Libraries: OpenCV for Android and GLM
  • Development tools: Android SDK, Android NDK, and Apache Ant in Mac OS X or Linux

For more information, keep in mind that the code in this book was built and tested with the following libraries and development tools in all supported platforms:

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