3d graphics using opengl es 2 0

Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Ngày tải lên : 03/11/2012, 11:23
... 21 3 21 3 21 3 21 4 21 5 21 7 21 8 21 9 21 9 22 0 22 1 22 1 22 2 22 3 22 4 22 5 22 9 25 9 25 9 26 0 26 0 26 2 B Corollaries 26 3 Version ... 26 6 26 6 26 7 26 7 26 7 26 7 26 8 26 8 26 8 26 8 26 9 27 1 27 1 27 1 27 2 27 2 27 2 27 2 27 3 27 3 27 3 27 3 27 4 27 4 27 5 27 5 27 5 27 5 E Version 1 .2. 1 27 9 F Version 1.3 F.1 Compressed Textures ... 21 8 22 7 22 8 23 0 23 1 23 2 23 3 23 4 23 5 23 6 23 7 23 8 23 9 24 0 xi LIST OF TABLES 6.15 6.16 6.17 6.18 6.19 6 . 20 6 .21 6 .22 6 .23 6 .24 6 .25 6 .26 6 .27 6 .28 6 .29 6. 30 6.31 6. 32 Textures (state per...
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morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

Ngày tải lên : 28/04/2014, 15:49
... State Queries 10. 3 Hints 21 1 21 1 21 2 21 3 21 4 21 4 21 4 21 5 21 8 21 8 21 9 22 0 22 0 22 0 22 3 22 3 22 3 22 4 22 5 22 5 22 6 22 7 23 3 10. 4 Extensions 23 4 10. 4.1 10. 4 .2 10. 4.3 10. 4.4 10. 4.5 23 4 23 4 23 5 23 8 23 8 Querying ... Values Enumerations Error Handling 12. 3 M3G 1.1 12. 3.1 12. 3 .2 12. 3.3 12. 3.4 12. 3.5 25 9 26 1 26 2 26 2 26 4 M3G CHAPTER 12 INTRODUCING M3G 12. 2.1 12. 2 .2 12. 2.3 12. 2.4 12. 2.5 12. 2.6 12. 2.7 12. 2.8 25 9 ... 12. 2.8 25 9 Pure 3D Rendering Rotation Interpolation PNG and JPEG Loading New Getters Other Changes 26 9 27 0 27 0 27 2 27 6 27 7 27 8 27 9 28 0 28 1 28 2 28 3 28 4 28 4 28 5 28 5 28 5 28 6 28 7 28 8 CONTENTS xi...
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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

Ngày tải lên : 03/07/2014, 11:20
... State Queries 10. 3 Hints 21 1 21 1 21 2 21 3 21 4 21 4 21 4 21 5 21 8 21 8 21 9 22 0 22 0 22 0 22 3 22 3 22 3 22 4 22 5 22 5 22 6 22 7 23 3 10. 4 Extensions 23 4 10. 4.1 10. 4 .2 10. 4.3 10. 4.4 10. 4.5 23 4 23 4 23 5 23 8 23 8 Querying ... 4.1.1 4.1 .2 Interpolation Quaternions 57 60 61 61 63 64 68 70 70 71 71 73 74 82 83 88 90 92 92 95 99 100 101 101 1 02 105 105 106 111 CONTENTS 4 .2 vii Deforming Meshes 4 .2. 1 4 .2. 2 4 .2. 3 Morphing ... Testing Applying Fragments to the Color Buffer 9.6.1 9.6 .2 9.6.3 9.6.4 196 197 20 2 20 5 20 5 20 6 20 7 20 9 20 9 Blending Dithering Logic Ops Masking Frame Buffer Channels CHAPTER 10 MISCELLANEOUS OPENGL...
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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

Ngày tải lên : 03/07/2014, 11:20
... CONCEPTS 28 9 13.1 Graphics3 D 29 0 13.1.1 13.1 .2 13.1.3 13.1.4 29 0 29 3 29 4 29 6 Render Targets Viewport Rendering Static Properties 13 .2 Image2D 29 7 13.3 Matrices and Transformations 300 13.3.1 ... Texture2D Fog CompositingMode 14.3 Lights and Camera 319 319 319 3 20 323 325 326 327 328 329 3 32 333 337 14.3.1 Camera 14.3 .2 Light 337 339 14.4 2D Primitives 343 14.4.1 Background 14.4 .2 Sprite3D ... Building meshes 14.1.1 14.1 .2 14.1.3 14.1.4 VertexArray VertexBuffer IndexBuffer and Rendering Primitives Example 14 .2 Adding Color and Light: Appearance 14 .2. 1 14 .2. 2 14 .2. 3 14 .2. 4 14 .2. 5 PolygonMode...
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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

Ngày tải lên : 03/07/2014, 11:20
... yielding 65K or 26 2K unique colors High-end devices pack screens from QVGA ( 3 20 × 24 0 pixels) upward with good contrast, rapid refresh rates, and brew.qualcomm.com/brew/en/ INTRODUCTION 24 bits becoming ... in 20 02 (see Figure 1.1) Unlike the Japanese phones, it still had a monochrome screen—with a mere 96 by 65 pixels of resolution—but it did incorporate all the essential 3D rendering features; ... SECTION 1 .2 GRAPHICS ON HANDHELD DEVICES The second category, on the other hand, is very interesting for graphics applications Feature phones represent the bulk of the market in developed countries,...
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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

Ngày tải lên : 03/07/2014, 11:20
... (DoJa) platform version 5 .0 includes proprietary OpenGL ES bindings 2D vector graphics The variety of screen resolutions on mobile devices creates a problem for 2D content If graphics are rendered ... display resolutions increase Scalable 2D vector graphics can address both of these www.jcp.org/en/jsr/detail?id =23 9 INTRODUCTION 22 problems If the content is represented as shapes such as curves and ... completed by the end of 20 07 Based on historical evidence, the first devices can then be expected in late 20 08 10 www.jcp.org/en/jsr/detail?id =22 6 11 www.jcp.org/en/jsr/detail?id =28 7 ...
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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

Ngày tải lên : 03/07/2014, 11:20
... producing the second component, and so on: ⎡ [ m 00 ⎢ ⎢[ m v = Mv = ⎢ 10 ⎣[ m 20 [ m 30 m01 m11 m21 m31 m 02 m 12 m 22 m 32 ⎤ m03 ] · v ⎥ m13 ] · v⎥ ⎥ m23 ] · v⎦ (2. 9) m33 ] · v Note that for this to work, ... stands for the m01 m11 m21 m31 m 02 m 12 m 22 m 32 m03 m13 m23 m33 ⎤ ⎥ ⎥ ⎥, ⎦ (2. 7) while a column vector v has components vi : ⎡ ⎤ v0 ⎢ ⎥ v1 ⎥ ⎢ v = ⎢ ⎥ = [ v0 v1 v2 v3 ]T ⎣v2 ⎦ (2. 8) v3 The transpose ... = Mv = v0 ⎢ 10 ⎥ + v1 ⎢ 11 ⎥ + v2 ⎢ 12 ⎥ + v3 ⎢ 13 ⎥ ⎣m 20 ⎦ ⎣m21 ⎦ ⎣m 22 ⎦ ⎣m23 ⎦ m 30 m31 m 32 (2. 10) m33 The product of two matrices, on the other hand, produces another matrix, which can be...
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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

Ngày tải lên : 03/07/2014, 11:20
... cos(θ /2) (2. 21) ˆ From the normalized unit quaternion q we obtain the following rotation matrix: ⎡ w + x2 − y2 − z2 ⎢ ⎢ 2xy + 2wz R(ˆ = ⎢ q) ⎣ 2xz − 2wy 2xy − 2wz w2 − x2 + y2 − z2 2yz + 2wx 2xz ... 2xz + 2wy 2yz − 2wx − x2 − y2 + z2 w ⎤ ⎥ 00 (2. 22) Note, however, that quaternions not have a one-to-one mapping to 3D rotations: both ˆ ˆ q and −q (all components are negated) represent ... is the matrix ⎤ ⎡ h 0 ⎥ ⎢ 0 0⎥ (2. 26) H01 (h) = ⎢ ⎥, 0 0⎦ 0 where the term in the first row and second column is set to h = to create the shear in the last image of Figure 2. 5 In this case, the...
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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

Ngày tải lên : 03/07/2014, 11:20
... homogeneous division by w causes a nonlinearity in how the z or depth values are transformed, as illustrated in Figure 2. 10 21 22 23 24 25 26 27 28 29 21 0 21 F i g u r e 2. 10: Nonlinear transformation ... 2n 0 ⎥⎢ ⎥ ⎢r − l 0 ⎥⎢ 2n f+n 2fn ⎥ ⎢ ⎥⎢ t−b − − ⎥⎢ f−n f − n⎦ ⎣ 0 −1 0 ⎤ r+l 0 ⎥ r−l ⎥ ⎥ t+b 2n ⎥ ⎥ ⎥ t−b t−b ⎥ f+n 2fn ⎥ ⎥ − − f−n f − n⎦ −1 ⎤⎡ 0 ⎢1 ⎥⎢ ⎥⎢ 0 0 ⎥⎢ ⎥⎢ 0 00 r+l 2n t+b 2n ... 2n ⎤ 0 ⎥ ⎥ ⎥ 0 (2. 35) ⎥ ⎥ 0 (2. 36) Its inverse is ⎡ P −1 r−l ⎢ ⎢ 2n ⎢ ⎢ ⎢ =⎢ ⎢ ⎢ ⎢ ⎣ 0 t−b 2n 0 0 f−n − 2fn ⎤ r+l ⎥ 2n ⎥ ⎥ t + b⎥ ⎥ 2n ⎥ ⎥ −1 ⎥ f + n⎥ ⎦ 2fn (2. 37) However, in most cases you...
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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

Ngày tải lên : 03/07/2014, 11:20
... white light, (1 .0, 0. 0, 0. 0) provides bright red, and (0. 0, 0. 0, 0. 3) corresponds to dark blue Larger values are simply clamped to 1 .0, so (11 .0, 22 .0, 0. 5) will become (1 .0, 1 .0, 0. 5) at the time ... trees that are close enough are drawn using geometric primitives 2D games are often designed and implemented using sprites, small raster images that are directly placed on the 2D window In 3D, ... cylinder—which would still be real 3D entities OpenGL defines points and lines as mixed 2D /3D entities, where the location of a point or line end points are true 3D entities, but after they are projected...
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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

Ngày tải lên : 03/07/2014, 11:20
... one go However, if clipping the primitives introduces new vertices at image boundaries, and unless the colors and possibly other properties are interpolated using exactly the same algorithm as used ... 70 Real point light source energy is attenuated by the square of the distance from the light source However, OpenGL does not typically represent the true light energy, but a compressed representation ... dramatic attenuation is desired 3 .2. 5 FULL LIGHTING EQUATION Combining Sections 3 .2. 1–3 .2. 4, the full OpenGL lighting equation can be formulated as Equation (3.3) The resulting light intensity...
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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

Ngày tải lên : 03/07/2014, 11:20
... the area of the texture map that corresponds to (0, 1) (0, 1) (1, 1) (0, 0) (a) (1, 1) (1, 0) (0, 0) (1, 0) (b) (0, 1) (0, 0) (1, 1) (1, 0) (c) F i g u r e 3. 12: (a) The (s, t) coordinate system ... coordinates (0. 0, 0. 0) and the top right image corner has coordinates (1 .0, 1 .0) During rasterization, the texture coordinates are interpolated If the values of q are different on different vertices, ... the texture map As a result, borders were dropped from OpenGL ES CHAPTER SECTION 3.4 RASTERIZATION 128 128 10% 79 64 64 15% 32 32 34% 16 16 60% F i g u r e 3.14: Rendering a light bloom effect by...
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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

Ngày tải lên : 03/07/2014, 11:20
... color 1 .0 0.8 0. 6 0. 4 EXP 0 .2 EXP2 LINEAR 0. 0 20 40 60 80 100 F i g u r e 3 . 20 : Fog functions In this example, LINEAR fog starts from 20 and ends at 70, EXP and EXP2 fogs both have d = 1/ 50 LINEAR ... samples with their neighboring pixels, sometimes gaining better filtering at the cost of image sharpness 92 LOW-LEVEL RENDERING Other types of aliasing There are other sources of aliasing in 3D graphics ... translate the coordinates by : ⎡ ⎢ ⎢ ⎢ ⎢ ⎢ ⎢ ⎣ 0 0 ⎤ ⎡ ⎤ ⎡ ⎤ ⎥ −q ⎥⎢ ⎥ ⎢ ⎥ ⎥⎢ q ⎥ ⎢q⎥ 1⎥ ⎢ ⎥ = ⎢ ⎥ ⎥⎣ ⎦ 00 ⎦ q q (3.8) This matrix ensures that (s, t) will always span the range [0, 1] after the...
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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

Ngày tải lên : 03/07/2014, 11:20
... bits where values range from to 25 5, but can only store bits with a range from to 15 Now all values between 64 and 80 (01 000 00 and 01 0 100 0 in binary) map to either or (01 00 or 01 01) If you simply ... OF A FRAME SECTION 3.6 103 CPU N N11 N 12 N13 T&L N21 N N11 N 12 N13 Rasterizer N 22 N21 N N11 N 12 N13 Flip N23 N 22 N21 N N 12 N 12 N13 F i g u r e 3 .26 : Parallelism of asynchronous multibuffered rendering ... present in 2D graphics APIs of the operating systems The Compositor block handles the mixing of different types of content surfaces in the system, such as 3D rendering surfaces and native OS graphics...
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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

Ngày tải lên : 03/07/2014, 11:20
... specific to a Hermite curve: ⎤ 2 1 ⎥ ⎢ ⎢ −3 2 −1 ⎥ M=⎢ ⎥ ⎣ 00 ⎡ (4.8) As we have mentioned, there are numerous other classes of curves and splines used in computer graphics One type of spline ... keyframes For further reading on other kinds of curves, again, refer to more comprehensive computer graphics textbooks [FvFH 90, AMH 02 , WW 92] 4.1 .2 QUATERNIONS Interpolating positions and most other ... way of describing predefined motions in computer graphics The term originates from cartoons, where the senior animator would first draw the most important “key” frames describing the main poses within...
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3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

Ngày tải lên : 03/07/2014, 11:20
... the mesh; see Section 3.4.1 for details IndexBuffers define the surface of the mesh by connecting vertices into triangles, as shown in Figure 5 .2 OpenGL ES defines three ways to form triangles from ... indices define a new triangle For example, triangle T2 is formed by the vertices 2, 4, and SCENE MANAGEMENT 1 20 Appearance Material Fog Compositing Mode Polygon Mode Texture2D Image2D Texture2D ... s r t g b s r t g b s t T3 T2 T1 indices T1 triangles T2 3 T3 T4 F i g u r e 5 .2: Triangle meshes are formed by indexing a set of vertex arrays Here the triangles are organized into a triangle...
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3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

Ngày tải lên : 03/07/2014, 11:20
... coordinates are present, that triangle indices not point beyond vertex array boundaries, that a SkinnedMesh has all the necessary bones in place, and so on To compute the modelview matrix for a mesh, ... of renderables that are not ordinary triangle meshes, at least not from the user’s point of view Such renderables include spheres, cylinders, terrains, particles, impostors, skyboxes, and so on ... it encloses all vertices contained in that node and its descendants The most common types of bounding volumes are shown in Figure 5. 10 Practical M3G implementations are likely to be using AABBs...
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3D Graphics with OpenGL ES and M3G- P16 pot

3D Graphics with OpenGL ES and M3G- P16 pot

Ngày tải lên : 03/07/2014, 11:20
... profiler enables viewing context state variables (Figure 6.7), texture data and properties, performance counters, and OpenGL ES function call history It allows adding breakpoints on OpenGL ES commands, ... performance investigator F i g u r e 6.6: gDEBugger ES is a tool for debugging and profiling the OpenGL ES graphics driver www.gremedy.com 1 42 PERFORMANCE AND SCALABILITY F i g u r e 6.7: gDEBugger ES showing ... variables of the OpenGL ES context 6 .2. 5 CHECKLISTS This section provides checklists for reviewing a graphics application for high performance, quality, portability, and lower power usage Tables...
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3D Graphics with OpenGL ES and M3G- P17 pot

3D Graphics with OpenGL ES and M3G- P17 pot

Ngày tải lên : 03/07/2014, 11:20
... State changes and under-the-hood synchronization may also happen when an application uses different APIs to access the same graphics resources For example, you may be tempted to mix 2D and 3D functionality ... them In a finely tessellated grid each vertex is shared by six triangles This means an effective verticesper-triangle ratio of 0. 5 For many real-life meshes, ratios between 0. 6 and 1 .0 are obtained ... naive approach of using three individual vertices for each triangle, i.e., a ratio of 3 .0 The fastest and easiest way for implementing welding is to utilize a hash table where vertices are hashed...
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3D Graphics with OpenGL ES and M3G- P18 ppt

3D Graphics with OpenGL ES and M3G- P18 ppt

Ngày tải lên : 03/07/2014, 11:20
... as the market evolves The first version, OpenGL ES 1 .0, was introduced at the SIGGRAPH conference in July 20 03 Version 1.1 followed at SIGGRAPH 20 04 A draft version 2. 0 and the ES 1.x Extension ... final 2. 0 specification was completed in late 20 06 The OpenGL ES working group consists of some 20 to 30 individuals representing different member companies The group has weekly teleconferences, ... files The original OpenGL ES specification described the differences with respect to the desktop OpenGL (1 .0 was based on desktop 1.3; 1.1 was based on desktop 1.5), but in 20 07 a complete stand-alone...
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