Mobile 3D Graphics: with OpenGL ES and M3G
Pulli, Kari; Aarnio, Tomi; Miettinen, Ville; Roimela, Kimmo; Vaarala, Jani
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Table of contents
- Cover
- Contentsv
- Prefacexiii
- About the Authorsxv
- Acknowledgmentsxvi
- Chapter 1. Introduction1
- 1.1 About This Book2
- 1.2 Graphics on Handheld Devices3
- 1.3 Mobile Graphics Standards12
- Part I: Anatomy of a Graphics Engine25
- Chapter 2. Linear Algebra for 3D Graphics27
- 2.1 Coordinate Systems27
- 2.2 Matrices31
- 2.3 Affine Transformations35
- 2.4 Eye Coordinate System42
- 2.5 Projections44
- 2.6 Viewport and 2D Coordinate Systems51
- Chapter 3. Low-Level Rendering55
- 3.1 Rendering Primitives57
- 3.2 Lighting61
- 3.3 Culling and Clipping70
- 3.4 Rasterization73
- 3.5 Per-Fragment Operations92
- 3.6 Life Cycle of a Frame100
- Chapter 4. Animation105
- 4.1 Keyframe Animation105
- 4.2 Deforming Meshes113
- Chapter 5. Scene Management117
- 5.1 Triangle Meshes118
- 5.2 Scene Graphs120
- 5.3 Retained Mode Rendering128
- Chapter 6. Performance and Scalability133
- 6.1 Scalability134
- 6.2 Performance Optimization136
- 6.3 Changing and Querying the State145
- 6.4 Model Data146
- 6.5 Transformation Pipeline148
- 6.6 Lighting151
- 6.7 Textures152
- Part II: OpenGL ES and EGL155
- Chapter 7. Introducing OpenGL ES157
- 7.1 Khronos Group and OpenGL ES157
- 7.2 Design Principles158
- 7.3 Resources159
- 7.4 API Overview161
- 7.5 Hello, OpenGL ES!170
- Chapter 8. OpenGL ES Transformation and Lighting173
- 8.1 Drawing Primitives173
- 8.2 Vertex Transformation Pipeline183
- 8.3 Colors and Lighting189
- Chapter 9. OpenGL ES Rasterization and Fragment Processing195
- 9.1 Back-Face Culling195
- 9.2 Texture Mapping196
- 9.3 Fog210
- 9.4 Antialiasing211
- 9.5 Pixel Tests214
- 9.6 Applying Fragments to the Color Buffer218
- Chapter 10. Miscellaneous OpenGL ES Features223
- 10.1 Frame Buffer Operations223
- 10.2 State Queries225
- 10.3 Hints233
- 10.4 Extensions234
- Chapter 11. EGL241
- 11.1 API Overview242
- 11.2 Configuration244
- 11.3 Surfaces248
- 11.4 Contexts252
- 11.5 Extensions253
- 11.6 Rendering into Textures254
- 11.7 Writing High-Performance EGL Code255
- 11.8 Mixing OpenGL ES and 2D Rendering257
- 11.9 Optimizing Power Usage259
- 11.10 Example on EGL Configuration Selection264
- Part III: M3G267
- Chapter 12. Introducing M3G269
- 12.1 Overview270
- 12.2 Design Principles and Conventions277
- 12.3 M3G 1.1285
- Chapter 13. Basic M3G Concepts289
- 13.1 Graphics3D290
- 13.2 Image2D297
- 13.3 Matrices and Transformations300
- 13.4 Object3D306
- 13.5 Importing Content311
- Chapter 14. Low-Level Modeling in M3G319
- 14.1 Building Meshes319
- 14.2 Adding Color and Light: Appearance326
- 14.3 Lights and Camera337
- 14.4 2D Primitives343
- Chapter 15. The M3G Scene Graph349
- 15.1 Scene Graph Basics: Node, Group, and World349
- 15.2 Mesh Objects351
- 15.3 Transforming Objects354
- 15.4 Layering and Multi-Pass Effects360
- 15.5 Picking362
- 15.6 Optimizing Performance364
- Chapter 16. Animation in M3G367
- 16.1 Keyframe Animation: KeyframeSequence367
- 16.2 Animation Targets: AnimationTrack372
- 16.3 Timing and Speed: AnimationController374
- 16.4 Animation Execution377
- 16.5 Advanced Animation378
- Part IV: Appendix391
- Appendix A. Fixed-Point MathematicsA1
- A.1 Fixed-Point Methods in CA3
- A.2 Fixed-Point Methods in Assembly LanguageA8
- A.3 Fixed-Point Methods in JavaA13
- Appendix B. Java Performance TuningA15
- B.1 Virtual MachinesA16
- B.2 Bytecode OptimizationA17
- B.3 Garbage CollectionA18
- B.4 Memory AccessesA19
- B.5 Method CallsA21
- Appendix C. GlossaryA23
- Bibliography419
- Index425
- Color Plate437
Book details
- Vendor Elsevier S & T
- SKU 9780123737274
- ISBN-13 9780080555911
- Author Pulli, Kari; Aarnio, Tomi; Miettinen, Ville; Roimela, Kimmo; Vaarala, Jani
- Category Computers
- Subject Computer Graphics
Do you have questions about this book?
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 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. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject.
- Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University
"This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field."
- Sean Ellis, Consultant Graphics Engineer, ARM Ltd
The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.
Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players.
The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G.
C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book.
The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing.
Along the way, readers will benefit from the hundreds of included tips, tricks and caveats.
*Written by experts at Nokia whose workshops at industry conferences are blockbusters
*The programs used in the examples are featured in thousands of professional courses each year
*Extensive working sample code is presented throughout the book and on the companion website
"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. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject.
- Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University
"This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field."
- Sean Ellis, Consultant Graphics Engineer, ARM Ltd
The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.
Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players.
The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G.
C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book.
The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing.
Along the way, readers will benefit from the hundreds of included tips, tricks and caveats.
*Written by experts at Nokia whose workshops at industry conferences are blockbusters
*The programs used in the examples are featured in thousands of professional courses each year
*Extensive working sample code is presented throughout the book and on the companion website
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