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, G
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
Mobile 3D graphics application developers (mainly programmers and technical leads in game development), graphic artists, producers, and students of mobile 3D graphics.
Preface About the Authors CHAPTER 1. INTRODUCTION 1.1 About This Book 1.1.1 Typographic Conventions 1.2 Graphics on Handheld Devices 1.2.1 Device Categories 1.2.2 Display Technology 1.2.3 Processing Power 1.2.4 Graphics Hardware 1.2.5 Execution Environments 1.3 Mobile Graphics Standards 1.3.1 Fighting the Fragmentation 1.3.2 Design Principles 1.3.3 OpenGL ES 1.3.4 M3G 1.3.5 Related Standards PART I ANATOMY OF A GRAPHICS ENGINE CHAPTER 2. LINEAR ALGEBRA FOR 3D GRAPHICS 2.1 Coordinate Systems 2.1.1 Vectors and Points 2.1.2 Vector Products 2.1.3 Homogeneous Coordinates 2.2 Matrices 2.2.1 Matrix Products 2.2.2 Identity and Inverse 2.2.3 Compound Transformations 2.2.4 Transforming Normal Vectors 2.3 Affine Transformations 2.3.1 Types of Affine Transformations 2.3.2 Transformation Around a Pivot 2.3.3 Example: Hierarchical Modeling 2.4 Eye Coordinate System 2.5 Projections 2.5.1 Near and Far Planes and the Depth Buffer 2.5.2 A General View Frustum 2.5.3 Parallel Projection 2.6 Viewport and 2D Coordinate Systems CHAPTER 3. LOW-LEVEL RENDERING 3.1 Rendering Primitives 3.1.1 Geometric Primitives 3.1.2 Raster Primitives 3.2 Lighting 3.2.1 Color 3.2.2 Normal Vectors 3.2.3 Reflection Models and Materials 3.2.4 Lights 3.2.5 Full Lighting Equation 3.3 Culling and Clipping 3.3.1 Back-Face Culling 3.3.2 Cl
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- © Morgan Kaufmann 2008
- 19th November 2007
- Morgan Kaufmann
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"1.1 billion 3D-enabled handsets will be in use worldwide by 2011" -Computer Graphics Magazine