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Mobile 3D Graphics
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  • Mobile 3D Graphics
ID: 173788
Kari Pulli, Tomi Aarnio, Ville Miettinen, Kimmo Roimela, Jani Vaarala
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Graphics and game developers must learn to program for mobility. This book will teach you how.

"This book is written by the experts in the world. 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 form of the topic." 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. M3G users and developers, and they do a great job of conveying that experience.
- 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. 3D graphics are becoming an integral part of the ubiquitous devices, and as a result.

Mobile 3D Graphics is about real-time writing 3D graphics applications for mobile devices. Programming The programming enable 3D enable 3D enable 3D enable 3D enable 3D enable 3D enable 3D enable 3D enable 3D enable 3D enable.

The APIs, OpenGL ES and M3G.

C / C ++ and Java Developers, graphic artists, students, and enthusiasts would like to have a programmable mobile phone.

The authors, industry experts who help to develop OpenGL ES and M3G standards, mixing, 2D and 3D, lighting, mixing, and lighting, texture mapping, skinning and morphing.

Along the way, readers will benefit from the tips, tricks and caveats.

* Written by key industry experts who can develop the standards of the field

* Hands-on code examples are presented on the companion website

* Provides examples in the most popular programing interfaces, OpenGL ES and M3G

Contents

Preface
About the Authors
CHAPTER 1. INTRODUCTION
PART I ANATOMY OF A GRAPHICS ENGINE
CHAPTER 2. LINEAR ALGEBRA FOR 3D GRAPHICS
CHAPTER 3. LOW-LEVEL RENDERING
CHAPTER 4. ANIMATION
CHAPTER 5. SCENE MANAGEMENT
CHAPTER 6. PERFORMANCE AND SCALABILITY
PART II OPENGL ES AND EGL
CHAPTER 7. INTRODUCING OPENGL ES
CHAPTER 8. OPENGL ES TRANSFORMATION AND LIGHTING
CHAPTER 9. OPENGL ES RASTERIZATION AND FRAGMENT PROCESSING
CHAPTER 10. MISCELLANEOUS OPENGL ES FEATURES
CHAPTER 11. EGL
PART III M3G
CHAPTER 12. INTRODUCING M3G
CHAPTER 13. BASIC M3G CONCEPTS
CHAPTER 14. LOW-LEVEL MODELING IN M3G
CHAPTER 15. THE M3G SCENE GRAPH
CHAPTER 16. ANIMATION IN M3G
PART IV APPENDIX
A FIXED-POINT MATHEMATICS
B JAVA PERFORMANCE TUNING
C GLOSSARY
Bibliography
index
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