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download mobile 3d graphics with opengl es and m3g

Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Tài liệu khác

... array sizes (values per vertex) and data types.present). For type the values BYTE, SHORT, INT, FLOAT, and DOUBLE indicatetypes byte, short, int, float, and double, respectively; and the valuesUNSIGNED ... input values. The next stageoperates on geometric primitives described by vertices: points, line segments, and polygons. In this stage vertices are transformed and lit, and primitives are clippedto ... coordinates and colors associated with them.2.6.1 Begin and End ObjectsBegin and End require one state variable with eleven values: one value for eachof the ten possible Begin/End objects, and...
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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

Tin học

... providing 3D graphics capabilities to the entire range of embed-ded devices from wristwatches to smart phones, modern games consoles, and beyond. All OpenGL ES 2.x devices are expected to ship with ES ... programming, and computer graphics, but not necessarily in mobile devices.The 3D graphics capabilities of mobile devices are exposed through two standardizedapplication programming interfaces (APIs): OpenGL ... all.1.3.5 RELATED STANDARDSThere are several mobile graphics and multimedia standards closely related to OpenGL ES and M3G. This book concentrates only on graphics APIs, but for sound and multimediain...
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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

Thiết kế - Đồ họa - Flash

... blank Mobile 3D Graphics with OpenGL ES and M3G viii CONTENTS6.7 Textures 1526.7.1 Texture Storage 152PART II OPENGL ES AND EGLCHAPTER 7. INTRODUCING OPENGL ES 1577.1 Khronos Group and OpenGL ... www.books.elsevier.comPrinted in the United States of America0708091011 54321
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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

Thiết kế - Đồ họa - Flash

... not necessarily in mobile devices.The 3D graphics capabilities of mobile devices are exposed through two standardizedapplication programming interfaces (APIs): OpenGL ES, typically accessed ... and several appendices. Part I gives an introduction to the 3D graphics concepts that are needed to understand OpenGL ES and M3G, which are thencovered in Parts II andIII, respectively. The use ... provides a single resource covering both OpenGL ES and M3G. These open APIs have been specifically developed for mobile devices, and many inthe community, including myself, expect that these will...
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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

Thiết kế - Đồ họa - Flash

... are more basic phones than either feature phones or smart phones. SECTION 1.2 GRAPHICS ON HANDHELD DEVICES 11proprietary solutions, such as Direct3D Mobile on Windows Mobile, and the MascotCapsule ... baseband 12 INTRODUCTION CHAPTER 11.3 MOBILE GRAPHICS STANDARDSThe mobile graphics revolution started small. The first phones with an embedded 3D engine were shipped by J-Phone, a Japanese carrier, ... ratified within afew months of each other, and OpenGL ES 1.0 and M3G 1.0 were born. The first imple-mentations in real handheld devices began shipping about a year later. SECTION 1.2 GRAPHICS ON HANDHELD...
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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

Thiết kế - Đồ họa - Flash

... iding 3D graphics capabilities to the entire range of embed-ded devices from wristwatches to smart phones, modern games consoles, and beyond. All OpenGL ES 2.x devices are expected to ship with ES ... first-generation mobile 3D graphics chipsets. The latest ver-sion, OpenGL ES 2.0, provides a completely revamped API, and support for a high-levelshading language (GLSL ES) : it replaces several stages of ... shading capabilities made possible by OpenGL ES 2.0. Images copyrightc AMD. (See the color plate.)1.3.3 OPENGL ES OpenGL ES is a compact version of the well-known OpenGL graphics standard. It is...
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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

Thiết kế - Đồ họa - Flash

... and shading properties, physics, and animation,just to name a few. It also has a mobile profile that corresponds to OpenGL ES 1.x and M3G 1.x, enabling an easy mapping to the M3G binary file format. ... axes of symmetry. Whenthe chair is moved in the room, its coordinate system moves and may reorient with respectto the parent coordinate system (that of the room).2.1.1 VECTORS AND POINTSA3Dpoint ... (2.2) SECTION 2.2 MATRICES 312.1.3 HOMOGENEOUS COORDINATESRepresenting both points and direction vectors with three coordinates can be confusing.Homogeneous coordinates are a useful tool to...
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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

Thiết kế - Đồ họa - Flash

... coordinates or object coordinates must be tr ansformed into the eyecoordinate system, also known as camera coordinates, for rendering. By definition, the cam-era in OpenGL ES and M3G lies at the ... first moves thepivot to the origin, then applies an inverse rotation to align the desired direction ofthe scaling with the coordinate axes, performs the scaling, then rotates back and movesthe ... 1⎤⎥⎥⎥⎦.(2.19)Similar matrices can be created for rotations around the y and z axes. The rotation axisalways goes through the origin, and the positive direction of rotation is chosen using theright-hand rule,...
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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

Thiết kế - Đồ họa - Flash

... have values between −1 and 1, assuming that the vertex lies within the view frus-tum. The x and y coordinates are mapped into a viewport that starts at pixel (vx, vy),iswpixels wide and h ... finite size, and therefore cannot store all depths between zero and infinity. Instead, we define two planes, the near and far camera planes, and quantizethe depths between the planes. Any objects ... a lin-ear operation and cannot therefore be expressed with matrices. However, the conversion 44 LINEAR ALGEBRA FOR 3D GRAPHICS CHAPTER 2that x, y, z must form a right-handed coordinate system....
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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

Thiết kế - Đồ họa - Flash

... sphere and a line into a cylinder—which would still be real 3D entities OpenGL defines points and lines as mixed 2D /3D entities, where the location ofa point or line end points are true 3D entities, ... primitives of a 3D engine. We begin with thegeometric primitives such as points, lines, and triangles, and then continue to raster prim-itives using texture map data.3.1.1 GEOMETRIC PRIMITIVESThe ... view of the OpenGL ES 1.1 pipeline. Shapes with dashed outlines indicatefeatures that are new or significantly expanded in version 1.1. Dark gray and light gray shapes indi-cate features that are...
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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

Thiết kế - Đồ họa - Flash

... image in onego. However, if clipping the primitives introduces new vertices at image boundaries, and unless the colors and possibly other properties are interpolated using exactly the samealgorithm ... lightsource. However, OpenGL does not typically represent the true light energy, but a com-pressed representation of light, and quadratic attenuation typically produces too harshchanges in illumination. ... clipped. Here we describeclipping as specified in OpenGL. There are always six clipping planes, corresponding tothe left, right, top, and bottom of theviewport, and the near (front) and far (back)...
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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

Thiết kế - Đồ họa - Flash

... the corresponding unit, and the resulting coloris passed as input to the next unit, until the final output goes to the next stage of 3D pipeline, i.e., tests and blending.On OpenGL ES 1.1, it ... pixels, and linearly interpolates the associated values such as colors and texture coordinates to thepixels between the vertices. We can express this using so-called barycentric coordinates. Ifwe ... texture coordinates of the unit.3.4.2 INTERPOLATING GRADIENTSThe simplest way to spread the values at vertices across triangles is to choose the valuesat one of the vertices and assign the same...
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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

Thiết kế - Đồ họa - Flash

... stencilbuffer value and a reference value. At its simplest, one can initialize the stencil buffer with zeros, paint an arbitrary pattern with ones, and then with NOTEQUAL 0 draw only withinthe stencil ... incoming fragment with a user-given reference or threshold value, and based on the outcome and the selected comparisonfunction either passes or rejects the fragment. For example, with LESS the fragment ... the fragment regardless of the outcome ofthe comparison.Scissor testThe scissor test simply determines whether the fragment lies within a rectangular scissorrectangle, and discards fragments...
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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

Thiết kế - Đồ họa - Flash

... present in 2D graphics APIs of the operatingsystems. The Compositor block handles the mixing of different types of content surfacesin the system, such as 3D rendering surfaces and native OS graphics. Inside ... lines are twosurfaces close to each other, the arrow shows the viewing direction, and the coordinate axes illustratex and z axis orientations. On the left, the slope of the surfaces with respect ... graphics. Inside the GPU a command processor processes the commands coming from the CPUto the 2D or 3D graphics subsystems, which may again be buffered. A typical 3D subsys-tem consists of two...
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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

Thiết kế - Đồ họa - Flash

... ultimately breathes life into 3D graphics. While still images can benice as such, most applications involve objects moving and interacting with each other and the user, or scenes in some other ... MN−1so that each Mirepresentsthe vertex coordinates (and other related data, such as normals and texture coordinates)for one keyframe. The mesh topology or list of primitives is only specified ... between the mesh keyframes, we can just lerp between any two of them ifthe keyframes represent poses on a timeline. Better yet, we can think of our keyframes asalternative shapes, or morph...
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