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Mobile 3D graphics with OpenGL ES and M3G /

Graphics and game developers must learn to program for mobility. This book will teach you how. ""This book - written by some of the key technical experts ... provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Pulli, Kari
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam ; Burlington, MA : Elsevier/Morgan Kaufmann Publishers, ©2008.
Colección:Morgan Kaufmann series in computer graphics.
Temas:
Acceso en línea:Texto completo
Texto completo
Tabla de Contenidos:
  • Cover; Contents; Preface; About the Authors; Acknowledgments; Chapter 1. Introduction; 1.1 About This Book; 1.2 Graphics on Handheld Devices; 1.3 Mobile Graphics Standards; Part I: Anatomy of a Graphics Engine; Chapter 2. Linear Algebra for 3D Graphics; 2.1 Coordinate Systems; 2.2 Matrices; 2.3 Affine Transformations; 2.4 Eye Coordinate System; 2.5 Projections; 2.6 Viewport and 2D Coordinate Systems; Chapter 3. Low-Level Rendering; 3.1 Rendering Primitives; 3.2 Lighting; 3.3 Culling and Clipping; 3.4 Rasterization; 3.5 Per-Fragment Operations; 3.6 Life Cycle of a Frame; Chapter 4. Animation
  • 4.1 Keyframe Animation4.2 Deforming Meshes; Chapter 5. Scene Management; 5.1 Triangle Meshes; 5.2 Scene Graphs; 5.3 Retained Mode Rendering; Chapter 6. Performance and Scalability; 6.1 Scalability; 6.2 Performance Optimization; 6.3 Changing and Querying the State; 6.4 Model Data; 6.5 Transformation Pipeline; 6.6 Lighting; 6.7 Textures; Part II: OpenGL ES and EGL; Chapter 7. Introducing OpenGL ES; 7.1 Khronos Group and OpenGL ES; 7.2 Design Principles; 7.3 Resources; 7.4 API Overview; 7.5 Hello, OpenGL ES!; Chapter 8. OpenGL ES Transformation and Lighting; 8.1 Drawing Primitives
  • 8.2 Vertex Transformation Pipeline8.3 Colors and Lighting; Chapter 9. OpenGL ES Rasterization and Fragment Processing; 9.1 Back-Face Culling; 9.2 Texture Mapping; 9.3 Fog; 9.4 Antialiasing; 9.5 Pixel Tests; 9.6 Applying Fragments to the Color Buffer; Chapter 10. Miscellaneous OpenGL ES Features; 10.1 Frame Buffer Operations; 10.2 State Queries; 10.3 Hints; 10.4 Extensions; Chapter 11. EGL; 11.1 API Overview; 11.2 Configuration; 11.3 Surfaces; 11.4 Contexts; 11.5 Extensions; 11.6 Rendering into Textures; 11.7 Writing High-Performance EGL Code; 11.8 Mixing OpenGL ES and 2D Rendering
  • 11.9 Optimizing Power Usage11.10 Example on EGL Configuration Selection; Part III: M3G; Chapter 12. Introducing M3G; 12.1 Overview; 12.2 Design Principles and Conventions; 12.3 M3G 1.1; Chapter 13. Basic M3G Concepts; 13.1 Graphics3D; 13.2 Image2D; 13.3 Matrices and Transformations; 13.4 Object3D; 13.5 Importing Content; Chapter 14. Low-Level Modeling in M3G; 14.1 Building Meshes; 14.2 Adding Color and Light: Appearance; 14.3 Lights and Camera; 14.4 2D Primitives; Chapter 15. The M3G Scene Graph; 15.1 Scene Graph Basics: Node, Group, and World; 15.2 Mesh Objects; 15.3 Transforming Objects
  • 15.4 Layering and Multi-Pass Effects15.5 Picking; 15.6 Optimizing Performance; Chapter 16. Animation in M3G; 16.1 Keyframe Animation: KeyframeSequence; 16.2 Animation Targets: AnimationTrack; 16.3 Timing and Speed: AnimationController; 16.4 Animation Execution; 16.5 Advanced Animation; Part IV: Appendix; Appendix A. Fixed-Point Mathematics; A.1 Fixed-Point Methods in C; A.2 Fixed-Point Methods in Assembly Language; A.3 Fixed-Point Methods in Java; Appendix B. Java Performance Tuning; B.1 Virtual Machines; B.2 Bytecode Optimization; B.3 Garbage Collection; B.4 Memory Accesses; B.5 Method Calls