Mobile 3D graphics [[electronic resource] ] : with OpenGL ES and M3G / / Kari Pulli ... [et al.] |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 |
Descrizione fisica | 1 online resource (462 p.) |
Disciplina | 006.686 |
Altri autori (Persone) | PulliKari |
Collana | Morgan Kaufmann series in computer graphics |
Soggetto topico |
Computer graphics
Computer drawing Smartphones Three-dimensional display systems |
ISBN |
1-281-09618-0
9786611096182 0-12-374642-6 0-08-055591-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 Appendix C. Glossary |
Record Nr. | UNINA-9910784747703321 |
Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Mobile 3D graphics : with OpenGL ES and M3G / / Kari Pulli ... [et al.] |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 |
Descrizione fisica | 1 online resource (462 p.) |
Disciplina | 006.686 |
Altri autori (Persone) | PulliKari |
Collana | Morgan Kaufmann series in computer graphics |
Soggetto topico |
Computer graphics
Computer drawing Smartphones Three-dimensional display systems |
ISBN |
1-281-09618-0
9786611096182 0-12-374642-6 0-08-055591-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 Appendix C. Glossary |
Altri titoli varianti |
Mobile 3 D graphics with OpenGL ES and M3G
Mobile three dimensional graphics with OpenGL ES and M3G |
Record Nr. | UNINA-9910823133403321 |
Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mobile 3D graphics SoC : from algorithm to chip / / Jeong-Ho Woo ... [et al.] |
Edizione | [1st edition] |
Pubbl/distr/stampa | Singapore ; , : John Wiley & Sons, , c2010 |
Descrizione fisica | 1 online resource (342 p.) |
Disciplina | 621.3815 |
Altri autori (Persone) | WooJeong-Ho |
Soggetto topico |
Computer graphics
Mobile computing Systems on a chip Three-dimensional display systems |
ISBN |
1-282-68797-2
9786612687976 0-470-82379-8 0-470-82378-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Preface -- 1 Introduction -- 1.1 Mobile 3D Graphics -- 1.2 Mobile Devices and Design Challenges -- 1.2.1 Mobile Computing Power -- 1.2.2 Mobile Display Devices -- 1.2.3 Design Challenges -- 1.3 Introduction to SoC Design -- 1.4 About this Book -- 2 Application Platform -- 2.1 SoC Design Paradigms -- 2.1.1 Platform and Set-based Design -- 2.1.2 Modeling: Memory and Operations -- 2.2 System Architecture -- 2.2.1 Reference Machine and API -- 2.2.2 Communication Architecture Design -- 2.2.3 System Analysis -- 2.3 Low-power SoC Design -- 2.3.1 CMOS Circuit-level Low-power Design -- 2.3.2 Architecture-level Low-power Design -- 2.3.3 System-level Low-power Design -- 2.4 Network-on-Chip based SoC -- 2.4.1 Network-on-Chip Basics -- 2.4.2 NoC Design Considerations -- 2.4.3 Case Studies of Chip Implementation -- 3 Introduction to 3D Graphics -- 3.1 The 3D Graphics Pipeline -- 3.1.1 The Application Stage -- 3.1.2 The Geometry Stage -- 3.1.3 The Rendering Stage -- 3.2 Programmable 3D Graphics -- 3.2.1 Programmable Graphics Pipeline -- 3.2.2 Shader Models -- 4 Mobile 3D Graphics -- 4.1 Principles of Mobile 3D Graphics -- 4.1.1 Application Challenges -- 4.1.2 Design Principles -- 4.2 Mobile 3D Graphics APIs -- 4.2.1 KAIST MobileGL -- 4.2.2 Khronos OpenGL-ES -- 4.2.3 Microsoft's Direct3D-Mobile -- 4.3 Summary and Future Directions -- 5 Mobile 3D Graphics SoC -- 5.1 Low-power Rendering Processor -- 5.1.1 Early Depth Test -- 5.1.2 Logarithmic Datapaths -- 5.1.3 Low-power Texture Unit -- 5.1.4 Tile-based Rendering -- 5.1.5 Texture Compression -- 5.1.6 Texture Filtering and Anti-aliasing -- 5.2 Low-power Shader -- 5.2.1 Vertex Cache -- 5.2.2 Low-power Register File -- 5.2.3 Mobile Unified Shader -- 6 Real Chip Implementations -- 6.1 KAIST RAMP Architecture -- 6.1.1 RAMP-IV -- 6.1.2 RAMP-V -- 6.1.3 RAMP-VI -- 6.1.4 RAMP-VII -- 6.2 Industry Architecture -- 6.2.1 nVidia Mobile GPU - SC10 and Tegra -- 6.2.2 Sony PSP -- 6.2.3 Imagination Technology MBX/SGX -- 7 Low-power Rasterizer Design.
7.1 Target System Architecture -- 7.2 Summary of Performance and Features -- 7.3 Block Diagram of the Rasterizer -- 7.4 Instruction Set Architecture (ISA) -- 7.5 Detailed Design with Register Transfer Level Code -- 7.5.1 Rasterization Top Block -- 7.5.2 Pipeline Architecture -- 7.5.3 Main Controller Design -- 7.5.4 Rasterization Core Unit -- 8 The Future of Mobile 3D Graphics -- 8.1 Game and Mapping Applications Involving Networking -- 8.2 Moves Towards More User-centered Applications -- 8.3 Final Remarks -- Appendix Verilog HDL Design -- A.1 Introduction to Verilog Design -- A.2 Design Level -- A.2.1 Behavior Level -- A.2.2 Register Transfer Level -- A.2.3 Gate Level -- A.3 Design Flow -- A.3.1 Specification -- A.3.2 High-level Design -- A.3.3 Low-level Design -- A.3.4 RTL Coding -- A.3.5 Simulation -- A.3.6 Synthesis -- A.3.7 Placement and Routing -- A.4 Verilog Syntax -- A.4.1 Modules -- A.4.2 Logic Values and Numbers -- A.4.3 Data Types -- A.4.4 Operators -- A.4.5 Assignment -- A.4.6 Ports and Connections -- A.4.7 Expressions -- A.4.8 Instantiation -- A.4.9 Miscellaneous -- A.5 Example of Four-bit Adder with Zero Detection -- A.6 Synthesis Scripts -- Glossaries -- Index. |
Altri titoli varianti | Mobile three-dimensional graphics systems on a chip |
Record Nr. | UNINA-9910140576503321 |
Singapore ; , : John Wiley & Sons, , c2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Mobile 3D graphics SoC : from algorithm to chip / / Jeong-Ho Woo ... [et al.] |
Edizione | [1st edition] |
Pubbl/distr/stampa | Singapore ; , : John Wiley & Sons, , c2010 |
Descrizione fisica | 1 online resource (342 p.) |
Disciplina | 621.3815 |
Altri autori (Persone) | WooJeong-Ho |
Soggetto topico |
Computer graphics
Mobile computing Systems on a chip Three-dimensional display systems |
ISBN |
1-282-68797-2
9786612687976 0-470-82379-8 0-470-82378-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Preface -- 1 Introduction -- 1.1 Mobile 3D Graphics -- 1.2 Mobile Devices and Design Challenges -- 1.2.1 Mobile Computing Power -- 1.2.2 Mobile Display Devices -- 1.2.3 Design Challenges -- 1.3 Introduction to SoC Design -- 1.4 About this Book -- 2 Application Platform -- 2.1 SoC Design Paradigms -- 2.1.1 Platform and Set-based Design -- 2.1.2 Modeling: Memory and Operations -- 2.2 System Architecture -- 2.2.1 Reference Machine and API -- 2.2.2 Communication Architecture Design -- 2.2.3 System Analysis -- 2.3 Low-power SoC Design -- 2.3.1 CMOS Circuit-level Low-power Design -- 2.3.2 Architecture-level Low-power Design -- 2.3.3 System-level Low-power Design -- 2.4 Network-on-Chip based SoC -- 2.4.1 Network-on-Chip Basics -- 2.4.2 NoC Design Considerations -- 2.4.3 Case Studies of Chip Implementation -- 3 Introduction to 3D Graphics -- 3.1 The 3D Graphics Pipeline -- 3.1.1 The Application Stage -- 3.1.2 The Geometry Stage -- 3.1.3 The Rendering Stage -- 3.2 Programmable 3D Graphics -- 3.2.1 Programmable Graphics Pipeline -- 3.2.2 Shader Models -- 4 Mobile 3D Graphics -- 4.1 Principles of Mobile 3D Graphics -- 4.1.1 Application Challenges -- 4.1.2 Design Principles -- 4.2 Mobile 3D Graphics APIs -- 4.2.1 KAIST MobileGL -- 4.2.2 Khronos OpenGL-ES -- 4.2.3 Microsoft's Direct3D-Mobile -- 4.3 Summary and Future Directions -- 5 Mobile 3D Graphics SoC -- 5.1 Low-power Rendering Processor -- 5.1.1 Early Depth Test -- 5.1.2 Logarithmic Datapaths -- 5.1.3 Low-power Texture Unit -- 5.1.4 Tile-based Rendering -- 5.1.5 Texture Compression -- 5.1.6 Texture Filtering and Anti-aliasing -- 5.2 Low-power Shader -- 5.2.1 Vertex Cache -- 5.2.2 Low-power Register File -- 5.2.3 Mobile Unified Shader -- 6 Real Chip Implementations -- 6.1 KAIST RAMP Architecture -- 6.1.1 RAMP-IV -- 6.1.2 RAMP-V -- 6.1.3 RAMP-VI -- 6.1.4 RAMP-VII -- 6.2 Industry Architecture -- 6.2.1 nVidia Mobile GPU - SC10 and Tegra -- 6.2.2 Sony PSP -- 6.2.3 Imagination Technology MBX/SGX -- 7 Low-power Rasterizer Design.
7.1 Target System Architecture -- 7.2 Summary of Performance and Features -- 7.3 Block Diagram of the Rasterizer -- 7.4 Instruction Set Architecture (ISA) -- 7.5 Detailed Design with Register Transfer Level Code -- 7.5.1 Rasterization Top Block -- 7.5.2 Pipeline Architecture -- 7.5.3 Main Controller Design -- 7.5.4 Rasterization Core Unit -- 8 The Future of Mobile 3D Graphics -- 8.1 Game and Mapping Applications Involving Networking -- 8.2 Moves Towards More User-centered Applications -- 8.3 Final Remarks -- Appendix Verilog HDL Design -- A.1 Introduction to Verilog Design -- A.2 Design Level -- A.2.1 Behavior Level -- A.2.2 Register Transfer Level -- A.2.3 Gate Level -- A.3 Design Flow -- A.3.1 Specification -- A.3.2 High-level Design -- A.3.3 Low-level Design -- A.3.4 RTL Coding -- A.3.5 Simulation -- A.3.6 Synthesis -- A.3.7 Placement and Routing -- A.4 Verilog Syntax -- A.4.1 Modules -- A.4.2 Logic Values and Numbers -- A.4.3 Data Types -- A.4.4 Operators -- A.4.5 Assignment -- A.4.6 Ports and Connections -- A.4.7 Expressions -- A.4.8 Instantiation -- A.4.9 Miscellaneous -- A.5 Example of Four-bit Adder with Zero Detection -- A.6 Synthesis Scripts -- Glossaries -- Index. |
Altri titoli varianti | Mobile three-dimensional graphics systems on a chip |
Record Nr. | UNINA-9910824767603321 |
Singapore ; , : John Wiley & Sons, , c2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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Official Blender GameKit [[electronic resource] ] : Interactive 3-D for Artists |
Autore | Roosendaal Ton |
Pubbl/distr/stampa | San Francisco, : No Starch Press, Incorporated, 2002 |
Descrizione fisica | 1 online resource (344 p.) |
Disciplina | 006.6/96 |
Altri autori (Persone) | WartmannCarsten |
Soggetto topico |
Blender (Computer file)
Computer animation Computer graphics Electronic books. -- local Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN | 1-59327-013-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""BRIEF CONTENTS""; ""CONTENTS IN DETAIL""; ""QUICK START""; ""1 QUICK START""; ""PART ONE INTRODUCTION""; ""2 WHAT IS THIS BOOK ABOUT?""; ""3 INTRODUCTION TO 3-D AND THE GAME ENGINE""; ""4 BLENDER BASICS""; ""PART TWO PLAYING WITH 3- D GAME TECHNOLOGY""; ""5 MODELING AN ENVIRONMENT""; ""6 APPENDING AN OBJECT FROM ANOTHER SCENE""; ""7 START YOUR (GAME) ENGINES""; ""8 INTERACTIVITY""; ""9 CAMERA CONTROL""; ""10 REAL- TIME LIGHT""; ""11 OBJECT ANIMATION""; ""12 REFINING THE SCENE""; ""16 LOW POLY MODELING""; ""13 ADDING SOUND TO OUR SCENE""; ""14 LAST WORDS""; ""PART THREE BEGINNER TUTORIALS""
""15 TUBE CLEANER: A SIMPLE SHOOTING GAME""""PART FOUR INTERMEDIATE TUTORIALS""; ""17 SUPER- G""; ""18 POWER BOATS""; ""19 BALLER COASTER""; ""20 SQUISH THE BUNNY CREATING WEAPON EFFECTS FOR A FIRST- PERSON SHOOTER""; ""PART FIVE ADVANCED TUTORIALS""; ""21 FLYING BUDDHA MEMORY GAME""; ""22 GAME CHARACTER ANIMATION USING ARMATURES""; ""23 BLENDER BALL""; ""PART SIX REFERENCE""; ""24 BLENDER WINDOWS AND BUTTONS""; ""25 REAL- TIME MATERIALS""; ""26 BLENDER'S GAME ENGINE""; ""27 GAME LOGIC BRICKS""; ""28 PYTHON""; ""29 INSTALLATION AND SUPPORT""; ""GLOSSARY"" |
Record Nr. | UNINA-9910449816203321 |
Roosendaal Ton
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||
San Francisco, : No Starch Press, Incorporated, 2002 | ||
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Lo trovi qui: Univ. Federico II | ||
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Official Blender GameKit : Interactive 3-D for Artists / / Ton Roosendaal, Carsten Wartmann |
Autore | Roosendaal Ton |
Pubbl/distr/stampa | San Francisco : , : No Starch Press, Incorporated, , 2002 |
Descrizione fisica | 1 online resource (344 pages) |
Disciplina | 006.6/96 |
Altri autori (Persone) | WartmannCarsten |
Soggetto topico |
Electronic books
Computer animation Three-dimensional display systems Computer graphics |
ISBN | 1-59327-013-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""BRIEF CONTENTS""; ""CONTENTS IN DETAIL""; ""QUICK START""; ""1 QUICK START""; ""PART ONE INTRODUCTION""; ""2 WHAT IS THIS BOOK ABOUT?""; ""3 INTRODUCTION TO 3-D AND THE GAME ENGINE""; ""4 BLENDER BASICS""; ""PART TWO PLAYING WITH 3- D GAME TECHNOLOGY""; ""5 MODELING AN ENVIRONMENT""; ""6 APPENDING AN OBJECT FROM ANOTHER SCENE""; ""7 START YOUR (GAME) ENGINES""; ""8 INTERACTIVITY""; ""9 CAMERA CONTROL""; ""10 REAL- TIME LIGHT""; ""11 OBJECT ANIMATION""; ""12 REFINING THE SCENE""; ""16 LOW POLY MODELING""; ""13 ADDING SOUND TO OUR SCENE""; ""14 LAST WORDS""; ""PART THREE BEGINNER TUTORIALS""
""15 TUBE CLEANER: A SIMPLE SHOOTING GAME"" ""PART FOUR INTERMEDIATE TUTORIALS""; ""17 SUPER- G""; ""18 POWER BOATS""; ""19 BALLER COASTER""; ""20 SQUISH THE BUNNY CREATING WEAPON EFFECTS FOR A FIRST- PERSON SHOOTER""; ""PART FIVE ADVANCED TUTORIALS""; ""21 FLYING BUDDHA MEMORY GAME""; ""22 GAME CHARACTER ANIMATION USING ARMATURES""; ""23 BLENDER BALL""; ""PART SIX REFERENCE""; ""24 BLENDER WINDOWS AND BUTTONS""; ""25 REAL- TIME MATERIALS""; ""26 BLENDER'S GAME ENGINE""; ""27 GAME LOGIC BRICKS""; ""28 PYTHON""; ""29 INSTALLATION AND SUPPORT""; ""GLOSSARY"" |
Record Nr. | UNINA-9910783145203321 |
Roosendaal Ton
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||
San Francisco : , : No Starch Press, Incorporated, , 2002 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Official Blender GameKit : Interactive 3-D for Artists / / Ton Roosendaal, Carsten Wartmann |
Autore | Roosendaal Ton |
Pubbl/distr/stampa | San Francisco : , : No Starch Press, Incorporated, , 2002 |
Descrizione fisica | 1 online resource (344 pages) |
Disciplina | 006.6/96 |
Altri autori (Persone) | WartmannCarsten |
Soggetto topico |
Electronic books
Computer animation Three-dimensional display systems Computer graphics |
ISBN | 1-59327-013-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""BRIEF CONTENTS""; ""CONTENTS IN DETAIL""; ""QUICK START""; ""1 QUICK START""; ""PART ONE INTRODUCTION""; ""2 WHAT IS THIS BOOK ABOUT?""; ""3 INTRODUCTION TO 3-D AND THE GAME ENGINE""; ""4 BLENDER BASICS""; ""PART TWO PLAYING WITH 3- D GAME TECHNOLOGY""; ""5 MODELING AN ENVIRONMENT""; ""6 APPENDING AN OBJECT FROM ANOTHER SCENE""; ""7 START YOUR (GAME) ENGINES""; ""8 INTERACTIVITY""; ""9 CAMERA CONTROL""; ""10 REAL- TIME LIGHT""; ""11 OBJECT ANIMATION""; ""12 REFINING THE SCENE""; ""16 LOW POLY MODELING""; ""13 ADDING SOUND TO OUR SCENE""; ""14 LAST WORDS""; ""PART THREE BEGINNER TUTORIALS""
""15 TUBE CLEANER: A SIMPLE SHOOTING GAME"" ""PART FOUR INTERMEDIATE TUTORIALS""; ""17 SUPER- G""; ""18 POWER BOATS""; ""19 BALLER COASTER""; ""20 SQUISH THE BUNNY CREATING WEAPON EFFECTS FOR A FIRST- PERSON SHOOTER""; ""PART FIVE ADVANCED TUTORIALS""; ""21 FLYING BUDDHA MEMORY GAME""; ""22 GAME CHARACTER ANIMATION USING ARMATURES""; ""23 BLENDER BALL""; ""PART SIX REFERENCE""; ""24 BLENDER WINDOWS AND BUTTONS""; ""25 REAL- TIME MATERIALS""; ""26 BLENDER'S GAME ENGINE""; ""27 GAME LOGIC BRICKS""; ""28 PYTHON""; ""29 INSTALLATION AND SUPPORT""; ""GLOSSARY"" |
Record Nr. | UNINA-9910809429603321 |
Roosendaal Ton
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||
San Francisco : , : No Starch Press, Incorporated, , 2002 | ||
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Lo trovi qui: Univ. Federico II | ||
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OGRE 3D 1.7 beginner's guide [[electronic resource] ] : create real time 3D applications using OGRE 3D from scratch / / Felix Kerger |
Autore | Kerger Felix |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt, 2010 |
Descrizione fisica | 1 online resource (300 p.) |
Disciplina | 006.6 |
Soggetto topico |
Three-dimensional display systems
Computer graphics Open source software |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-90559-7
9786612905599 1-84951-249-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action - downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action - building the Ogre 3D samples; The first application with Ogre 3D; Time for action - starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action - loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node
Time for action - creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action - setting the position of a scene node; Rotating a scene node; Time for action - rotating a scene node; Scaling a scene node; Time for action - scaling a scene node; Using a scene graph the clever way; Time for action - building a tree using scene nodes; Have a go hero - adding a following ninja; Different spaces in a scene; Time for action - translating in World space; Different spaces in a 3D scene; Translating in local space Time for action - translating in local and parent spaceRotating in different spaces; Time for action - rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action - creating a plane; Representing models in 3D; Adding a point light; Time for action - adding a point light; Adding a spotlight; Time for action - creating a spotlight; Spotlights; Directional lights; Time for action - creating a directional light; The missing thing; Time for action - finding out what's missing; Adding shadows Time for action - adding shadowsCreating a camera; Time for action - creating a camera; Creating a viewport; Time for action - doing something that illustrates; the thing ""in action""; Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action - preparing a scene; Adding movement to the scene; Time for action - adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action - adding time-based movement; Adding input support; Time for action - adding input support; Window handle Adding movement to the modelTime for action - controlling Sinbad; Adding a camera; Time for action - making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action - adding wireframe and point render mode; Adding a timer; Time for action - adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action - adding animations; Playing two animations at the same time; Time for action - adding a second animation; Let's walk a bit; Time for action - combining user control and animation; Adding swords Time for action - adding swords |
Record Nr. | UNINA-9910459086203321 |
Kerger Felix
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Birmingham, U.K., : Packt, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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OGRE 3D 1.7 beginner's guide [[electronic resource] ] : create real time 3D applications using OGRE 3D from scratch / / Felix Kerger |
Autore | Kerger Felix |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt, 2010 |
Descrizione fisica | 1 online resource (300 p.) |
Disciplina | 006.6 |
Soggetto topico |
Three-dimensional display systems
Computer graphics Open source software |
ISBN |
1-282-90559-7
9786612905599 1-84951-249-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action - downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action - building the Ogre 3D samples; The first application with Ogre 3D; Time for action - starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action - loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node
Time for action - creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action - setting the position of a scene node; Rotating a scene node; Time for action - rotating a scene node; Scaling a scene node; Time for action - scaling a scene node; Using a scene graph the clever way; Time for action - building a tree using scene nodes; Have a go hero - adding a following ninja; Different spaces in a scene; Time for action - translating in World space; Different spaces in a 3D scene; Translating in local space Time for action - translating in local and parent spaceRotating in different spaces; Time for action - rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action - creating a plane; Representing models in 3D; Adding a point light; Time for action - adding a point light; Adding a spotlight; Time for action - creating a spotlight; Spotlights; Directional lights; Time for action - creating a directional light; The missing thing; Time for action - finding out what's missing; Adding shadows Time for action - adding shadowsCreating a camera; Time for action - creating a camera; Creating a viewport; Time for action - doing something that illustrates; the thing ""in action""; Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action - preparing a scene; Adding movement to the scene; Time for action - adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action - adding time-based movement; Adding input support; Time for action - adding input support; Window handle Adding movement to the modelTime for action - controlling Sinbad; Adding a camera; Time for action - making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action - adding wireframe and point render mode; Adding a timer; Time for action - adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action - adding animations; Playing two animations at the same time; Time for action - adding a second animation; Let's walk a bit; Time for action - combining user control and animation; Adding swords Time for action - adding swords |
Record Nr. | UNINA-9910785453403321 |
Kerger Felix
![]() |
||
Birmingham, U.K., : Packt, 2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / / Felix Kerger |
Autore | Kerger Felix |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt, 2010 |
Descrizione fisica | 1 online resource (300 p.) |
Disciplina | 006.6 |
Soggetto topico |
Three-dimensional display systems
Computer graphics Open source software |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-90559-7
9786612905599 1-84951-249-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action - downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action - building the Ogre 3D samples; The first application with Ogre 3D; Time for action - starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action - loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node
Time for action - creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action - setting the position of a scene node; Rotating a scene node; Time for action - rotating a scene node; Scaling a scene node; Time for action - scaling a scene node; Using a scene graph the clever way; Time for action - building a tree using scene nodes; Have a go hero - adding a following ninja; Different spaces in a scene; Time for action - translating in World space; Different spaces in a 3D scene; Translating in local space Time for action - translating in local and parent spaceRotating in different spaces; Time for action - rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action - creating a plane; Representing models in 3D; Adding a point light; Time for action - adding a point light; Adding a spotlight; Time for action - creating a spotlight; Spotlights; Directional lights; Time for action - creating a directional light; The missing thing; Time for action - finding out what's missing; Adding shadows Time for action - adding shadowsCreating a camera; Time for action - creating a camera; Creating a viewport; Time for action - doing something that illustrates; the thing ""in action""; Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action - preparing a scene; Adding movement to the scene; Time for action - adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action - adding time-based movement; Adding input support; Time for action - adding input support; Window handle Adding movement to the modelTime for action - controlling Sinbad; Adding a camera; Time for action - making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action - adding wireframe and point render mode; Adding a timer; Time for action - adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action - adding animations; Playing two animations at the same time; Time for action - adding a second animation; Let's walk a bit; Time for action - combining user control and animation; Adding swords Time for action - adding swords |
Record Nr. | UNINA-9910828718703321 |
Kerger Felix
![]() |
||
Birmingham, U.K., : Packt, 2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|