LEADER 05845nam 2200793Ia 450 001 9910823133403321 005 20200520144314.0 010 $a1-281-09618-0 010 $a9786611096182 010 $a0-12-374642-6 010 $a0-08-055591-8 035 $a(CKB)1000000000404434 035 $a(EBL)328313 035 $a(OCoLC)476125531 035 $a(SSID)ssj0000203746 035 $a(PQKBManifestationID)11168542 035 $a(PQKBTitleCode)TC0000203746 035 $a(PQKBWorkID)10132674 035 $a(PQKB)10808815 035 $a(Au-PeEL)EBL328313 035 $a(CaPaEBR)ebr10204214 035 $a(CaONFJC)MIL109618 035 $a(OCoLC)795233582 035 $a(CaSebORM)9780123737274 035 $a(MiAaPQ)EBC328313 035 $a(OCoLC)ocn795233582 035 $a(EXLCZ)991000000000404434 100 $a20070821d2008 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aMobile 3D graphics $ewith OpenGL ES and M3G /$fKari Pulli ... [et al.] 205 $a1st edition 210 $aAmsterdam ;$aLondon $cElsevier/Morgan Kaufmann Publishers$dc2008 215 $a1 online resource (462 p.) 225 1 $aMorgan Kaufmann series in computer graphics 300 $aDescription based upon print version of record. 311 $a0-12-373727-3 320 $aIncludes bibliographical references and index. 327 $aCover; 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 327 $a4.1 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 327 $a8.2 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 327 $a11.9 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 327 $a15.4 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 327 $aAppendix C. Glossary 330 $aGraphics and game developers must learn to program for mobility. This book will teach you how. ""This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come."" - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. T 410 0$aMorgan Kaufmann series in computer graphics. 517 3 $aMobile 3 D graphics with OpenGL ES and M3G 517 3 $aMobile three dimensional graphics with OpenGL ES and M3G 606 $aComputer graphics 606 $aComputer drawing 606 $aSmartphones 606 $aThree-dimensional display systems 615 0$aComputer graphics. 615 0$aComputer drawing. 615 0$aSmartphones. 615 0$aThree-dimensional display systems. 676 $a006.686 676 $a006.686 701 $aPulli$b Kari$01644558 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910823133403321 996 $aMobile 3D graphics$93990519 997 $aUNINA