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04153nam a22005055i 4500 |
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978-1-84628-660-5 |
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100301s2006 xxk| s |||| 0|eng d |
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|a 9781846286605
|9 978-1-84628-660-5
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|a 10.1007/978-1-84628-660-5
|2 doi
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|d GrThAP
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|a QA76.76.A65
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|a UB
|2 bicssc
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|a COM018000
|2 bisacsh
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|a 004
|2 23
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|a Malizia, Alessio.
|e author.
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|a Mobile 3D Graphics
|h [electronic resource] /
|c by Alessio Malizia.
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|a London :
|b Springer London,
|c 2006.
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300 |
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|a XIV, 162 p. 54 illus.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a From the contents Mobile Graphics Applications -- The Rise of Mobile Graphics -- Mobile Devices -- Mobile Devices and Graphics -- Mobile 3D Graphics: scenarios and challenges -- Application scenarios -- Multimedia and Graphics Usability Challenges -- Algorithms and Architectual challenges -- Summary -- Introduction to mobile 3D Graphics with OpenGL(R)ES -- Introduction to OpenGL(R)ES -- The OpenGL-ES rendering pipeline -- 3D mobile graphic concepts and rendering with OpenGL(R)|ES -- OpenGL(R)|ES future developments and extensions -- Summary -- Java Mobile 3D Graphics -- M3G -- MIDP applications -- Immediate and Retained mode -- Scene Graph -- Transformations -- Nodes of the Scene Graph -- Camera Class -- Managing illumination -- Meshes and Sprites -- Animations -- Ray intersections -- Building an M3G demo -- Summary -- Direct 3D Mobile -- Architecture -- Rendering Pipeline -- Primitive types -- Transformations -- Lighting -- Summary -- Conclusions and perspectives -- Appendix A: OpenGL-ES code samples -- References.
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|a While advanced 3D graphics techniques – terrain modelling, high-quality texture mapping, advanced lighting and geometry effects, collision detection and image processing - are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and showing what these new embedded systems graphics libraries can provide for 3D graphics and games developers. Historically, not enough was understood about how to deliver a high quality playing experience on handheld, small screen, small memory devices, plus there has been considerable confusion about the hardware’s abilities and restrictions. By addressing these issues this book provides: • A comprehensive explanation of 3D mobile graphics programming • Includes an extensive range of code samples in both C and Java • Combines 3D and 2D mobile graphics methods • Covers recent advances in mobile computer graphics techniques and applications. The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application programme interfaces behind the major wireless and mobile devices supporting 3D graphics applications. Advanced undergraduates and postgraduates, as well as mobile application and games developers, will find this an excellent reference source.
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650 |
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|a Computer science.
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650 |
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|a Multimedia information systems.
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650 |
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|a User interfaces (Computer systems).
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650 |
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|a Computer graphics.
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|a Application software.
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650 |
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|a Electrical engineering.
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650 |
1 |
4 |
|a Computer Science.
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650 |
2 |
4 |
|a Computer Applications.
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650 |
2 |
4 |
|a Computer Graphics.
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650 |
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|a Multimedia Information Systems.
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650 |
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|a User Interfaces and Human Computer Interaction.
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650 |
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4 |
|a Communications Engineering, Networks.
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710 |
2 |
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|a SpringerLink (Online service)
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773 |
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9781846283833
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856 |
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|u http://dx.doi.org/10.1007/978-1-84628-660-5
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-SCS
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950 |
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|a Computer Science (Springer-11645)
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