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

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

Ngày tải lên: 03/11/2012, 11:23

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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

... 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 standardized application programming interfaces (APIs): OpenGL ... all. 1.3.5 RELATED STANDARDS There 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 multimedia in...

Ngày tải lên: 28/04/2014, 15:49

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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

... blank Mobile 3D Graphics with OpenGL ES and M3G viii CONTENTS 6.7 Textures 152 6.7.1 Texture Storage 152 PART II OPENGL ES AND EGL CHAPTER 7. INTRODUCING OPENGL ES 157 7.1 Khronos Group and OpenGL ... www.books.elsevier.com Printed in the United States of America 0708091011 54321

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

... not necessarily in mobile devices. The 3D graphics capabilities of mobile devices are exposed through two standardized application 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 then covered 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 in the community, including myself, expect that these will...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

... are more basic phones than either feature phones or smart phones. SECTION 1.2 GRAPHICS ON HANDHELD DEVICES 11 proprietary solutions, such as Direct3D Mobile on Windows Mobile, and the Mascot Capsule ... baseband 12 INTRODUCTION CHAPTER 1 1.3 MOBILE GRAPHICS STANDARDS The mobile graphics revolution started small. The first phones with an embedded 3D engine were shipped by J-Phone, a Japanese carrier, ... ratified within a few 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

... 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-level shading language (GLSL ES) : it replaces several stages of ... shading capabilities made possible by OpenGL ES 2.0. Images copyright c  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...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

... 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. When the chair is moved in the room, its coordinate system moves and may reorient with respect to the parent coordinate system (that of the room). 2.1.1 VECTORS AND POINTS A3Dpoint ... (2.2) SECTION 2.2 MATRICES 31 2.1.3 HOMOGENEOUS COORDINATES Representing both points and direction vectors with three coordinates can be confusing. Homogeneous coordinates are a useful tool to...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

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

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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

... 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 (v x , v y ),isw pixels 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 quantize the 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 2 that 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

... 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 of a point or line end points are true 3D entities, ... primitives of a 3D engine. We begin with the geometric primitives such as points, lines, and triangles, and then continue to raster prim- itives using texture map data. 3.1.1 GEOMETRIC PRIMITIVES The ... view of the OpenGL ES 1.1 pipeline. Shapes with dashed outlines indicate features that are new or significantly expanded in version 1.1. Dark gray and light gray shapes indi- cate features that are...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

... image in 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 ... light source. However, OpenGL does not typically represent the true light energy, but a com- pressed representation of light, and quadratic attenuation typically produces too harsh changes in illumination. ... clipped. Here we describe clipping as specified in OpenGL. There are always six clipping planes, corresponding to the 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

... the corresponding unit, and the resulting color is 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 the pixels between the vertices. We can express this using so-called barycentric coordinates. If we ... texture coordinates of the unit. 3.4.2 INTERPOLATING GRADIENTS The simplest way to spread the values at vertices across triangles is to choose the values at one of the vertices and assign the same...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

... stencil buffer 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 within the stencil ... incoming fragment with a user- given reference or threshold value, and based on the outcome and the selected comparison function either passes or rejects the fragment. For example, with LESS the fragment ... the fragment regardless of the outcome of the comparison. Scissor test The scissor test simply determines whether the fragment lies within a rectangular scissor rectangle, 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

... 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. Inside ... lines are two surfaces close to each other, the arrow shows the viewing direction, and the coordinate axes illustrate x 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 CPU to 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

... ultimately breathes life into 3D graphics. While still images can be nice as such, most applications involve objects moving and interacting with each other and the user, or scenes in some other ... M N−1 so that each M i represents the 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 if the keyframes represent poses on a timeline. Better yet, we can think of our keyframes as alternative shapes, or morph...

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