Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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