Mobile 3D Graphics
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....
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| Main Author: | |
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| Corporate Author: | |
| Format: | Electronic eBook |
| Language: | English |
| Published: |
London :
Springer London : Imprint: Springer,
2006.
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| Edition: | 1st ed. 2006. |
| Subjects: | |
| Online Access: | https://doi.org/10.1007/978-1-84628-660-5 |
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Table of Contents:
- 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.



