
II
Rendering
Te chniques
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
original mesh.
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