We can’t possibly imagine a book about OpenGL without rendering, and neither
could the authors of this book.
Ant´onio Ramires Fernandes and Bruno Oliveira provide a use case for the new
OpenGL 4 tessellation pipeline through terrain rendering in their chapter “GPU
Tessellation: We Still Have a LOD of Terrain to Cover,” providing an entirely GPU-
based method for continuous level of detail maintaining a high level of ﬁdelity to the
S´ebastien Hillaire brings us to a parallel universe where rendering is deﬁned by
lines in his chapter “Antialiased Volumetric Lines Using Shader-Based Extrusion.”
He comes back on the line primitives exposed by OpenGL and their issues before
bringing perspective to line rendering thanks to two approaches: one based on the
vertex shader stage and one based on the geometry shader stage for perspective correct
and antialiased lines.
Stefan Gustavson leads us close to new borders through his chapter “2D Shape
Rendering by Distance Fields,” a llowing perfectly antialiased contours. He is pushing
his concept to font rendering and distance ﬁeld-based effects.
Benjamin Encz analyses WebGL font rendering in his chapter “Efﬁcient Text
Rendering in WebGL” by describing canvas- and bitmap-based methods. He con-
cludes his chapter with a performance analysis with both the frame rate and the
memory footprint in mind.
Dzmitry Malyshau discusses an approach inspired by Blender in his chapter “Lay-
ered Textures Rendering Pipeline.” He aims at providing more ﬂexibility to the ren-
dering pipeline to handle complex object materials so that artists may express their
creativity during the producing while maintaining real-time performance.