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Iphone 3D Programming: Developing Graphical Applications with OpenGL Esby Philip Rideout
Synopses & Reviews
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS — including the iPad and iPod Touch — with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL.
You'll build several graphics programs — progressing from simple to more complex examples — that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app.
This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html.
Book News Annotation:
Rideout, who develops graphically rich training software for heart surgeons and has worked for several graphics companies, shows programmers how to use OpenGL graphics programming techniques with any device running the iPhone operating system, including the iPad and iPod Touch, to build an iPhone app with 3D graphics. He takes readers--who do no need any iPhone development or 3D graphics experience-- through several graphics programs, from simple to more complex examples that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and other areas. Understanding of C++ is assumed. Annotation ©2010 Book News, Inc., Portland, OR (booknews.com)
Have a great idea for a graphics-intensive iPhone application, but don't know how to bring it to life? This book offers the perfect solution: a crash course on the OpenGL graphics library, with an overview of iPhone 3D development.
Apples iPhone and the thousands of apps available for it in the iTunes App Store have given rise to a new art form – works created on the iPhone computing platform, now joined by more created on the iPad. As more and more iPhone/iPad Art makes its way into the mainstream media, people want to know: what apps are artists using to create it, and how?
iPhone Art, iPad Art answers those questions in a visual, elegant, personal, and totally informative way. Step-by-step descriptions illustrate how each app is used and make this book a must-have resource for artists, photographers, teachers and students. Sample artwork was selected from artists all over the world, and ranges across photography, collage, painting, app art, video art, background apps, and display. Special attention is given to the highly active photo-sharing website, Flickr, and its groups containing over 200 incredibly talented iPhone artists.
Do you have a great idea for a graphics-intensive iPhone application, but don't know how to bring it to life? This book offers the perfect solution: a crash course on the OpenGL graphics library, with an overview of iPhone 3D development. Whether you're an experienced OpenGL developer looking to build iPhone apps for the first time, or an iPhone developer wanting to learn how to create sophisticated graphics, iPhone 3D Programming brings both of these worlds together in one concise, easy-to-use guide.
You'll work step by step with OpenGL ES, a graphics library designed for embedded systems such as mobile phones, by progressing from simple to more complex programs. You'll learn how to build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, and a spring system simulation.
About the Author
Philip Rideout has been a fanatic of real-time graphics programming for over a decade. He has held positions at several pioneering graphics companies, including Intergraph, 3Dlabs, and NVIDIA. Philip currently works at Medical Simulation Corporation in Denver, where he develops new ways to visualize the inside of the human body.
Table of Contents
ForewordPrefaceChapter 1: Quick-Start GuideChapter 2: Math and MetaphorsChapter 3: Vertices and Touch PointsChapter 4: Adding Depth and RealismChapter 5: Textures and Image CaptureChapter 6: Blending and Augmented RealityChapter 7: Sprites and TextChapter 8: Advanced Lighting and TexturingChapter 9: OptimizingC++ Vector LibraryColophon
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