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100 1 |a Smithwick, R. Michael. 
245 1 0 |a Pro OpenGL ES for Android /  |c Mike Smithwick, Mayank Verma ; technical reviewer, Leila Muhtasib. 
260 |a [New York] :  |b Apress,  |c ©2012. 
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520 8 |a Annotation  |b In Pro OpenGL ES for Android, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building a fascinating 3D solar system simulator! After introducing Open GL ES, Pro OpenGL ES for Android explains the basics of 3D math and then orients you to the native Android 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for Android, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What you'll learn The basics of 3D mathematics, and how they are applied in the OpenGL library How to design and build your 3D worlds To create 2D interfaces within the 3D world To develop animation and 3D movement How to implement 3D shading, coloring, and texturing The differences between OpenGL and other 3D toolkits To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced Android programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents Introduction to OpenGL ES and Our 3D Solar System Project Generating a Basic. 
505 0 |a Title Page; Copyright Page; Dedication Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1 Computer Graphics: From Then to Now; Your First OpenGL ES Program; A Spotty History of Computer Graphics; 3D in Hollywood; The Dawn of Computer Graphics; MIT; University of Utah; Coming of Age in Hollywood; Toolkits; OpenGL; Direct3D; The Other Guys; QuickDraw 3D; OGRE; OpenSceneGraph; Unity3D; And Still Others; OpenGL Architecture; Summary; Chapter 2 All That Math Jazz; 2D Transformations; Translations; Rotations 
505 8 |a Scaling3D Transformations; Picture This: Projecting the Object onto the Screen; Now Do it Backward and in High Heels; What About Quaternions?; Summary; Chapter 3 From 2D to 3D: Adding One Extra Dimension; First, a Little More Theory; OpenGL Coordinates; Eye Coordinates; Viewing Frustum and the Projection Matrix; Back to the Fun Stuff: Going Beyond the Bouncy Square; Adding the Geometry; Stitching It All Together; Taking 'er Out for a Spin; Tweaking the Values; Clipping Regions; Field of View; Face Culling; Building a Solar System; Summary; Chapter 4 Turning On the Lights 
505 8 |a The Story of Light and ColorLet There Be Light; Back to the Fun Stuff (for a While); Fun with Light and Materials; Specular Lighting; Ambient Lighting; Taking a Step Back; Emissive Materials; Attenuation; Spotlights; Light Parameters in Play; The Math Behind Shading; Specular Reflections; Attenuation; Summing It All Up; So, What's This All For?; More Fun Stuff; Back to the Solar System; And the Banding Played On; Summary; Chapter 5 Textures; The Language of Texturing; All About Textures (Mostly); Image Textures; OpenGL ES and Textures; Image Formats; Back to the Bouncy Square One; Mipmaps 
505 8 |a FilteringOpenGL Extensions; Finally, More Solar System Goodness; Summary; Chapter 6 Will It Blend?; Alpha Blending; Blending Functions; Multicolor Blending; Texture Blending; Multitexturing; Mapping with Bumps; Summary; Chapter 7 Well-Rendered Miscellany; Frame Buffer Objects; Hedley Buffer Objects; Sun Buffer Objects; Lens Flare; Reflective Surfaces; Coming of the Shadows; Shadow Mapping; Shadow Volumes; Blob Shadows; Projection Shadows; Summary; Chapter 8 Putting It All Together; Revisiting the Solar System; What Are These Quaternion Things Anyway?; Moving Things in 3D; Adding Some Flare 
505 8 |a Seeing StarsSeeing Lines; Seeing Text; Seeing Buttons; Summary; Chapter 9 Performance 'n' Stuff; Vertex Buffer Objects; Batching; Textures; Sprite Sheets; Texture Uploads; Mipmaps; Fewer Colors; Other Tips to Remember; Summary; Chapter 10 OpenGL ES 2, Shaders, and ... ; Shaded Pipelines; Shady Triangles; Shader Structure; Restrictions; Back to the Spinning Triangle; Earth at Night; Bring in the Clouds; But What About Specular Reflections?; Summary; Index 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a OpenGL. 
630 0 0 |a Android (Electronic resource) 
630 0 7 |a OpenGL.  |2 blmlsh 
630 0 7 |a Android (Electronic resource)  |2 blmlsh 
630 0 7 |a Android (Electronic resource)  |2 fast 
630 0 7 |a OpenGL  |2 fast 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional display systems. 
651 0 |a Solar system  |x Computer simulation. 
650 0 |a Mobile computing. 
650 2 |a Computer Graphics 
650 6 |a Infographie. 
650 6 |a Affichage tridimensionnel. 
651 6 |a Système solaire  |x Simulation par ordinateur. 
650 6 |a Informatique mobile. 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
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650 7 |a Informatique.  |2 eclas 
650 7 |a Computer graphics  |2 fast 
650 7 |a Computer simulation  |2 fast 
650 7 |a Mobile computing  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
651 7 |a Solar system  |2 fast 
700 1 |a Verma, Mayank.  |4 aut 
700 1 |a Muhtasib, Leila.  |4 rev 
773 0 |t Springer eBooks 
776 0 8 |i Print version:  |a Smithwick, R. Michael.  |t Pro OpenGL ES for Android.  |d [New York] : Apress, ©2012  |z 9781430240020  |w (OCoLC)794121544 
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