... 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...
Ngày tải lên: 03/11/2012, 11:23
... 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 ... 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 ... 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...
Ngày tải lên: 28/04/2014, 15:49
3D Graphics with OpenGL ES and M3G- P1 pps
... 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 ... 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 ... Principles OpenGL ES M3G Related Standards 12 14 18 19 21 ANATOMY OF A GRAPHICS ENGINE CHAPTER LINEAR ALGEBRA FOR 3D GRAPHICS 27 2.1 27 Coordinate Systems 2.1.1 2.1.2 2.1.3 2.2 Vectors and Points...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P2 pps
... 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 ... 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 ... 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...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P3 pps
... 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 ... 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, and ... phones and feature phones, the baseband CHAPTER SECTION 1.2 GRAPHICS ON HANDHELD DEVICES Baseband Processor CPU Application Processor DSP CPU GPU Memory DSP IVA Baseband Processor CPU DSP IVA Memory...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P4 doc
... 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 ... or any graphics hardware at 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 ... different OpenGL ES versions are presented as a hierarchy of Java interfaces The base GL interface is extended with new functions and tokens in GL10 and GL11, for OpenGL ES versions 1.0 and 1.1, respectively...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P5 pptx
... either righthanded or left-handed; Figure 2.2 shows two formulations of the right-handed choice 27 LINEAR ALGEBRA FOR 3D GRAPHICS 28 CHAPTER eye coordinates Object coordinates clip coordinates w modelview ... 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 ... coordinate system moves and may reorient with respect to the parent coordinate system (that of the room) 2.1.1 VECTORS AND POINTS A 3D point is a location in space, in a 3D coordinate system...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P6 pot
... 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 ... from — to in x and y pop_matrix() # final pop to restore coordinate axes as they were LINEAR ALGEBRA FOR 3D GRAPHICS 42 By calling this routine with different values of (x,y), angle_1 and angle_2 ... 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...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P7 ppsx
... from the near distance n, far distance f, and the extent of the window on the 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 ... operation and cannot therefore be expressed with matrices However, the conversion 50 LINEAR ALGEBRA FOR 3D GRAPHICS of homogeneous coordinates to 3D by dividing by the w component allows us to express ... 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...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P8 doc
... PRIMITIVES In this section we describe the rendering primitives of a 3D engine We begin with the geometric primitives such as points, lines, and triangles, and then continue to raster primitives using ... 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, ... 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...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P9 pptx
... 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,...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P10 docx
... 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 ... runtime, more than is usually available on mobile devices, and thus the mobile 3D APIs only support 2D texture maps Images are often stored in compressed formats such as JPEG or PNG Usually the...
Ngày tải lên: 03/07/2014, 11:20
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 draw only within the stencil ... 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 ... Multisampling approximates supersampling with a more judicious use of resources At each pixel, the objects are sampled several times, and various information such as color and depth may be stored...
Ngày tải lên: 03/07/2014, 11:20
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 ... 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 subsystem consists of two executing ... 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...
Ngày tải lên: 03/07/2014, 11:20
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 ... 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] ... 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...
Ngày tải lên: 03/07/2014, 11:20