25 Books to Read Before You Die
 
 

Recently Viewed clear list


Original Essays | Yesterday, 11:30am

Julie Schumacher: IMG Dear Professor Fitger



Saint Paul, August 2014 Dear Professor Fitger, I've been asked to say a few words about you for Powells.com. Having dreamed you up with a ball-point... Continue »
  1. $16.07 Sale Hardcover add to wish list

    Dear Committee Members

    Julie Schumacher 9780385538138

spacer
Qualifying orders ship free.
$44.99
New Trade Paper
Ships in 1 to 3 days
Add to Wishlist
Available for In-store Pickup
in 7 to 12 days
Qty Store Section
7 Remote Warehouse Computers Reference- General
1 Remote Warehouse Networking- General

Learning OpenGL Es for IOS: A Hands-On Guide to Modern 3D Graphics Programming (Developer's Library)

by

Learning OpenGL Es for IOS: A Hands-On Guide to Modern 3D Graphics Programming (Developer's Library) Cover

 

Synopses & Reviews

Publisher Comments:

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad

 

OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of  Open GL ES in Apple’s iOS environment.

 

This highly anticipated title focuses on modern, efficient approaches that use the newest versions of  OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps.

 

If you’ve written C or C++ code and know  object-oriented programming basics, this title  brings together everything you need to fully  master OpenGL ES graphics for iOS–including  downloadable examples specifically designed to  jumpstart your own projects.

 

Coverage includes

 

• Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture

• Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform

• Creating textures from start to finish: opacity, blending, multi-texturing, and compression

• Simulating ambient, diffuse, and specular light

• Using transformations to render 3D geometric objects from any point of view

• Animating scenes by controlling time through application logic

• Partitioning data to draw expansive outdoor scenes with rolling terrain

• Detecting and handling user interaction with 3D geometry

• Implementing special effects ranging from skyboxes to particles and billboards

• Systematically optimizing graphics performance

• Understanding the essential linear algebra concepts used in computer graphics

• Designing and constructing a complete simulation that incorporates everything you’ve learned

Synopsis:

OpenGL ES is a foundation technology that underlies the amazing media exhibited by iPhone applications, but its inherent cross-platform capabilities extend its appeal to game authors, scientists, and multimedia authors regardless of their chosen development platform. The hardest part of learning OpenGL today is finding information and examples that are pertinent today. You have to filter out all of the background clutter found in the OpenGL standard, which includes obsolete code, suboptimal approaches, and anachronistic practices that have built up over 20 years of rapidly shifting graphics hardware technology and at least 12 different versions of the standard. Learning OpenGL for iOS will provide a gentle introduction to graphics technology and serves as a no-nonsense, practical starting point for readers. All of the modern uses of OpenGL are discussed, while the book also avoids distracting readers with obsolete or irrelevant parts of the standard. OpenGL ES is clearly the future of cross-platform graphics technology, and it will continue to be used in all of the modern phones and game consoles for years to come.

This book will:

    Help readers understand the capabilities and limitations of modern embedded graphics hardware for mobile platforms
    Instruct readers on how to initialize and control graphics hardware, step by step
    Explain texture definition and texture mapping onto 3D geometry
    Show multiple techniques and optimizations for lighting through examples
    Introduce the algorithms used by the graphics hardware to project images of 3D objects on 2D displays

And much much more!

About the Author

Erik M. Buck is a serial entrepreneur and author. He co-wrote Cocoa Programming in 2003 and Cocoa Design Patterns in 2009. He founded his first company, EMB & Associates, Inc., in 1993 and built the company into a leader in the aerospace and entertainment software industries. Mr. Buck has also worked in construction, taught science to 8th graders, exhibited oil on canvas portraits, and developed alternative fuel vehicles. Mr. Buck sold his company in 2002 and took the opportunity to pursue other interests, including his latest startup, cosmicthump.com. Mr. Buck is an Adjunct Professor of Computer Science at Wright State University and teaches iOS programming courses. He received a BS in Computer Science from the University of Dayton in 1991.

Table of Contents

Preface

1. Using Modern Mobile Graphics Hardware

2. Make the Hardware Work for You

3. Textures

4: Shed Some Light

5: Changing Your Point of View

6: Animation

7: Special Effects

8: Optimization

9: Tools and Resources Overview

10: Loading and Using Models

11: Math Cheat Sheet

12: Pulling It All Together

Appendix A: More Resources

Product Details

ISBN:
9780321741837
Author:
Buck, Erik M.
Publisher:
Addison-Wesley Professional
Author:
Buck, Erik
Subject:
Data Transmission Systems - General
Subject:
Networking - General
Edition Description:
Trade paper
Series:
Learning
Publication Date:
20120731
Binding:
TRADE PAPER
Language:
English
Pages:
352
Dimensions:
8.977 x 6.992 x 0.695 in 542 gr

Related Subjects

Computers and Internet » Computers Reference » General
Computers and Internet » Mobile and Handheld Devices » Apple
Computers and Internet » Mobile and Handheld Devices » iPhone
Computers and Internet » Networking » General
Computers and Internet » Programming » Apple Programming
History and Social Science » Politics » General
Science and Mathematics » Geology » Earth Sciences
Science and Mathematics » Physics

Learning OpenGL Es for IOS: A Hands-On Guide to Modern 3D Graphics Programming (Developer's Library) New Trade Paper
0 stars - 0 reviews
$44.99 In Stock
Product details 352 pages Addison-Wesley Professional - English 9780321741837 Reviews:
"Synopsis" by ,

OpenGL ES is a foundation technology that underlies the amazing media exhibited by iPhone applications, but its inherent cross-platform capabilities extend its appeal to game authors, scientists, and multimedia authors regardless of their chosen development platform. The hardest part of learning OpenGL today is finding information and examples that are pertinent today. You have to filter out all of the background clutter found in the OpenGL standard, which includes obsolete code, suboptimal approaches, and anachronistic practices that have built up over 20 years of rapidly shifting graphics hardware technology and at least 12 different versions of the standard. Learning OpenGL for iOS will provide a gentle introduction to graphics technology and serves as a no-nonsense, practical starting point for readers. All of the modern uses of OpenGL are discussed, while the book also avoids distracting readers with obsolete or irrelevant parts of the standard. OpenGL ES is clearly the future of cross-platform graphics technology, and it will continue to be used in all of the modern phones and game consoles for years to come.

This book will:

    Help readers understand the capabilities and limitations of modern embedded graphics hardware for mobile platforms
    Instruct readers on how to initialize and control graphics hardware, step by step
    Explain texture definition and texture mapping onto 3D geometry
    Show multiple techniques and optimizations for lighting through examples
    Introduce the algorithms used by the graphics hardware to project images of 3D objects on 2D displays

And much much more!

spacer
spacer
  • back to top
Follow us on...




Powell's City of Books is an independent bookstore in Portland, Oregon, that fills a whole city block with more than a million new, used, and out of print books. Shop those shelves — plus literally millions more books, DVDs, and gifts — here at Powells.com.