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Tiêu đề Mobile 3D Graphics With OpenGL ES And M3G
Tác giả Kari Pulli, Tomi Aarnio, Ville Miettinen, Kimmo Roimela, Jani Vaarala
Người hướng dẫn Tiffany Gasbarrini, Acquisitions Editor, George Morrison, Publishing Services Manager, Paul Gottehrer, Senior Production Editor
Trường học Morgan Kaufmann Publishers
Thể loại Book
Năm xuất bản 2008
Thành phố Burlington
Định dạng
Số trang 10
Dung lượng 659,4 KB

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Mobile 3D Graphics with OpenGL ES and M3G... Senior Production Editor Paul GottehrerMorgan Kaufmann Publishers is an imprint of Elsevier.. Designations used by companies to distinguish t

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Mobile 3D Graphics with OpenGL ES and M3G

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Mobile 3D Graphics

with OpenGL ES and M3G

Kari Pulli Tomi Aarnio Ville Miettinen Kimmo Roimela Jani Vaarala

AMSTERDAM • BOSTON • HEIDELBERG • LONDON

NEW YORK • OXFORD • PARIS • SAN DIEGO

SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO

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Senior Production Editor Paul Gottehrer

Morgan Kaufmann Publishers is an imprint of Elsevier

30 Corporate Drive, Suite 400, Burlington, MA 01803, USA

This book is printed on acid-free paper

c

 2008 by Elsevier Inc All rights reserved.

Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form

or by any means—electronic, mechanical, photocopying, scanning, or otherwise—without prior written permission of the publisher

Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: (+44) 1865 843830, fax: (+44) 1865 853333, E-mail: permissions@elsevier.com You may also complete your request online via the Elsevier homepage (http://elsevier.com), by selecting “Support

& Contact” then “Copyright and Permission” and then “Obtaining Permissions.”

Library of Congress Cataloging-in-Publication Data

Application submitted

ISBN: 978-0-12-373727-4

For information on all Morgan Kaufmann publications,

visit our Web site at www.mkp.com or www.books.elsevier.com

Printed in the United States of America

07 08 09 10 11 5 4 3 2 1

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CHAPTER 1 INTRODUCTION 1

1.1 About this Book 2

1.2 Graphics on Handheld Devices 3

1.3 Mobile Graphics Standards 12

CHAPTER 2 LINEAR ALGEBRA FOR 3D GRAPHICS 27

2.1 Coordinate Systems 27

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2.3 Affine Transformations 35

2.4 Eye Coordinate System 42

2.5 Projections 44

2.5.1 Near and Far Planes and the Depth Buffer 45

2.6 Viewport and 2D Coordinate Systems 51

CHAPTER 3 LOW-LEVEL RENDERING 55

3.1 Rendering Primitives 57

3.3 Culling and Clipping 70

3.3.2 Clipping and View-Frustum Culling 71

3.4 Rasterization 73

3.5 Per-Fragment Operations 92

3.5.3 Dithering, Logical Operations, and Masking 99

3.6 Life Cycle of a Frame 100

3.6.1 Single versus Double Buffering 101

CHAPTER 4 ANIMATION 105

4.1 Keyframe Animation 105

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4.2 Deforming Meshes 113

CHAPTER 5 SCENE MANAGEMENT 117

5.1 Triangle Meshes 118

5.2 Scene Graphs 120

5.3 Retained Mode Rendering 128

5.3.1 Setting Up the Camera and Lights 129

5.3.3 Finding Potentially Visible Objects 130

CHAPTER 6 PERFORMANCE AND SCALABILITY 133

6.1 Scalability 134

6.2 Performance Optimization 136

6.2.4 Profiling OpenGL ES Based Applications 141

6.3 Changing and Querying the State 145

6.4 Model Data 146

6.5 Transformation Pipeline 148

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6.7 Textures 152

CHAPTER 7 INTRODUCING OPENGL ES 157

7.1 Khronos Group and OpenGL ES 157

7.2 Design Principles 158

7.3 Resources 159

7.4 API Overview 161

7.5 Hello, OpenGL ES! 170

CHAPTER 8 OPENGL ES TRANSFORMATION AND

8.1 Drawing Primitives 173

8.2 Vertex Transformation Pipeline 183

8.2.3 Texture Coordinate Transformation 186

8.3 Colors and Lighting 189

8.3.1 Specifying Colors and Materials 189

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CHAPTER 9 OPENGL ES RASTERIZATION AND

FRAGMENT PROCESSING 195

9.1 Back-Face Culling 195

9.2 Texture Mapping 196

9.4 Antialiasing 211

9.5 Pixel Tests 214

9.6 Applying Fragments to the Color Buffer 218

CHAPTER 10 MISCELLANEOUS OPENGL ES FEATURES 223

10.1 Frame Buffer Operations 223

10.1.2 Reading Back the Color Buffer 224

10.2 State Queries 225

10.4 Extensions 234

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