environment mapping and reflections with opengl es

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

Ngày tải lên : 17/03/2014, 23:20
... effects and smoke and fire and splattering blood and explosions The list goes on and on You can achieve all of these effects with particles However, it is also good to think about particles when designing ... coordinates You calculate those from the texturedQuad and store them for later: mesh.vertexes = vertexes; [(BBTexturedMesh*)mesh setUvCoordinates:uvCoordinates]; mesh.vertexStride = 2; mesh.renderStyle ... MaterialController: This object handles the loading of textures into OpenGL It can handle single textures or atlases when accompanied with a plist file describing the atlas contents GameTypes: This is just a...
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game and graphics programming for ios and android with opengl es 2.0

game and graphics programming for ios and android with opengl es 2.0

Ngày tải lên : 22/03/2014, 13:36
... Game and Graphics Programming for iOS and Android® with OpenGL ES 2.0 ffirs.indd iii 1/11/12 8:21:00 AM ffirs.indd iv 1/11/12 8:21:00 AM Game and Graphics Programming for iOS and Android® with OpenGL ... your own messages, you must join xxi flast.indd xxi 12/31/11 9:40:44 AM INTRODUCTION Once you join, you can post new messages and respond to messages other users post You can read messages at any ... load, and multiply matrices and gain direct access to the model view, projection, normal, and texture matrix in a similar fashion as you would normally with the older version of OpenGL ES and OpenGL...
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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Ngày tải lên : 29/03/2014, 22:20
... iOS and Android® with OpenGL ES 2.0 Romain Marucchi-Foino John Wiley & Sons, Inc www.it-ebooks.info ffirs.indd v 1/11/12 8:21:00 AM Game and Graphics Programming for iOS and Android® with OpenGL ... order to use this book with Android you will need an actual device with OpenGL ES 2.0 support The emulator provided by the Android SDK supports only OpenGL ES 1.x, not OpenGL ES 2.0 So local deployment ... load, and multiply matrices and gain direct access to the model view, projection, normal, and texture matrix in a similar fashion as you would normally with the older version of OpenGL ES and OpenGL...
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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Ngày tải lên : 03/11/2012, 11:23
... 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 ... CHAPTER OPENGL OPERATION Finally, command names, constants, and types are prefixed in the GL (by gl, GL , and GL, respectively in C) to reduce name clashes with other packages The prefixes are omitted ... 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...
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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
... Implementations Profiles and Versions OpenGL ES 1.0 in a Nutshell New Features in OpenGL ES 1.1 Extension Mechanism OpenGL ES Extension Pack Utility APIs Conventions Hello, OpenGL ES! CHAPTER OPENGL ES TRANSFORMATION ... of embedded devices from wristwatches to smart phones, modern games consoles, and beyond All OpenGL ES 2.x devices are expected to ship with ES 1.1 drivers Details of the 2.x standard are beyond ... definition of OpenGL ES standard He also headed the team that implemented and integrated Nokia’s first OpenGL ES and EGL solution xv Acknowledgments The creation and adoption of OpenGL ES and M3G was...
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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
... Implementations Profiles and Versions OpenGL ES 1.0 in a Nutshell New Features in OpenGL ES 1.1 Extension Mechanism OpenGL ES Extension Pack Utility APIs Conventions Hello, OpenGL ES! CHAPTER OPENGL ES TRANSFORMATION ... Storage 152 152 OPENGL ES AND EGL CHAPTER INTRODUCING OPENGL ES 157 7.1 Khronos Group and OpenGL ES 157 7.2 Design Principles 158 7.3 Resources 159 7.3.1 7.3.2 7.3.3 7.4 API Overview 7.4.1 7.4.2 7.4.3 ... Mobile 3D Graphics with OpenGL ES and M3G This page intentionally left blank Mobile 3D Graphics with OpenGL ES and M3G Kari Pulli Tomi Aarnio Ville Miettinen Kimmo...
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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
... definition of OpenGL ES standard He also headed the team that implemented and integrated Nokia’s first OpenGL ES and EGL solution xv Acknowledgments The creation and adoption of OpenGL ES and M3G was ... of OpenGL ES and chaired the OpenGL ES working group from the beginning until OpenGL ES 2.0 Tom Olson was an active contributor from the beginning and became the next chair of the OpenGL ES working ... three parts 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 and III, respectively...
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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
... The baseband processor takes care of the fundamental real-time operations of the device, such as processing the speech and radio signals In basic phones and feature phones, the baseband CHAPTER ... applications are addressed through mandatory certification of developers and applications BREW provides 3D graphics through OpenGL ES Many BREW devices also support Java and M3G The top category ... on practically all smart phones, and both OpenGL ES and M3G are typically available for 3D content 1.2.2 DISPLAY TECHNOLOGY The evolution of mobile phones coincides with the evolution of digital...
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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
... of embedded devices from wristwatches to smart phones, modern games consoles, and beyond All OpenGL ES 2.x devices are expected to ship with ES 1.1 drivers Details of the 2.x standard are beyond ... functions and tokens in GL10 and GL11, for OpenGL ES versions 1.0 and 1.1, respectively Several OpenGL ES extensions are also exposed in the API, so features beyond the core functionality can be accessed ... or the native standards OpenSL ES, OpenMAX, and OpenKODE from the Khronos Group OpenGL ES for Java (JSR 239) JSR 2397 is a Java Specification Request that aims to expose OpenGL ES and EGL to mobile...
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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
... place the x and y axes so that they meet at the origin at right angles (90◦ ), we have two possibilities to orient the z axis so that it is perpendicular to both x and y These choices make the ... product defines a third vector that is in a right-hand orientation and perpendicular to both vectors CHAPTER SECTION 2.2 MATRICES 31 2.1.3 HOMOGENEOUS COORDINATES Representing both points and direction ... creates a new vector, a × b = a y bz − a z by a z bx − a x bz a x by − a y bx , (2.5) which is perpendicular to both a and b; see Figure 2.3 The new vector is also right-handed with respect to a and...
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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
... 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 ... coordinates or object coordinates must be transformed into the eye coordinate system, also known as camera coordinates, for rendering By definition, the camera in OpenGL ES and M3G lies at the ... vector x, again in XYZ coordinates: T Mew [ 0 ]T = [ a e i ]T = xx xy xz , and the second and third columns are y and z, respectively, expressed in XYZ coordinates T Now we can take an arbitrary...
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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
... near plane with left and right edges at l and r and bottom and top edges at b and t, as shown in Figure 2.12 The trick is to transform the irregular viewing cone to the canonical one and then use ... 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 between these ... to divide the scene into n slices, and render each of them with the near and far planes matching the start and end of the slice This distributes the depth buffer resolution more evenly to all depths...
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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
... 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 indicate features that are ... primitives of a 3D engine We begin with the geometric primitives such as points, lines, and triangles, and then continue to raster primitives using texture map data 3.1.1 GEOMETRIC PRIMITIVES The ... vertices per triangle This, however, works only in the limit with a large enough closed mesh For smaller and irregular meshes, possibly with boundaries, there are usually 0.5–1.0 vertices 2 1...
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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
... source However, OpenGL does not typically represent the true light energy, but a compressed representation of light, and quadratic attenuation typically produces too harsh changes in illumination ... 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 ... decides which pixels of the frame buffer the primitives cover, and which colors and depth values those pixels are assigned This is done by interpolating various values associated with the vertices,...
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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
... 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 ... 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 ... functions or modes, we define the interpolated fragment color and alpha as Cf and Af , the texture source color and alpha as Cs and As , and the user-given constant color as Cc and Ac See Figure...
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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
... 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 draw only within the stencil ... particular, it does not correspond to double attenuation due to light traversing first to a reflective surface and then reflecting back to the observer, as some sources suggest With large values of d both ... give better results but require more samples and work [GW02] This is a very brute force approach, and the processing and memory requirements increase linearly by the number of samples per pixel...
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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
... factor for destination color produces (Rs Rd , Gs Gd , Bs Bd , As Ad ) In OpenGL ES, SRC_COLOR and ONE_MINUS_SRC_COLOR are legal blending factors only for destination color, while DST_COLOR and ONE_MINUS_DST_COLOR ... objects front-to-back with depth OES_blend_subtract OES_blend_func_separate 98 LOW-LEVEL RENDERING testing and depth writing turned on, then turn depth write off and enable blending, and finally draw ... values and at roughly equal amounts where the original image values are around 71 or 72, the eye fuses them together and interprets them as a color between and This is called dithering, and is...
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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
... classes of curves and splines used in computer graphics One type of spline commonly used in animation and modeling tools is an extension of Catmull-Rom splines called Kochanek-Bartels splines [KB84] ... so that each Mi 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 once ... 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 targets,...
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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
... projective texture mapping and other tricks The coordinates and normals of a triangle mesh are given in its local coordinate system— object coordinates and are transformed into eye coordinates by the ... 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 ... cannot handle complete objects, materials, characters, and scenes, together with their associated animations The artists and their tools deal with higher-level concepts than triangle strips and blending...
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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, ... 12.5 for how a SkinnedMesh is structured Note that regardless of the type of mesh, the vertex buffers and other mesh components in M3G can be shared between multiple meshes This allows, for example, ... triangle meshes Some scene graphs support a wide variety of renderables that are not ordinary triangle meshes, at least not from the user’s point of view Such renderables include spheres, cylinders,...
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