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Mobile 3D Graphics: With OpenGL Es and M3g (Morgan Kaufmann Series in Interactive 3D Technology)

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Mobile 3D Graphics: With OpenGL Es and M3g (Morgan Kaufmann Series in Interactive 3D Technology) Cover

 

Synopses & Reviews

Publisher Comments:

Graphics and game developers must learn to program for mobility. This book will teach you how.

"This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come."

- Lincoln Wallen, CTO, Electronic Arts, Mobile

“This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject.”

- Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University

"This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field."

- Sean Ellis, Consultant Graphics Engineer, ARM Ltd

The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.

Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players.

The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G.

C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book.

The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing.

Along the way, readers will benefit from the hundreds of included tips, tricks and caveats.

*Written by key industry experts who helped develop the standards of the field

*Hands-on code examples are presented throughout the book, and are also offered on the companion website

*Provides examples in the two most popular programing interfaces, OpenGL ES and M3G

Synopsis:

The authors of this book have worked for several years designing the M3G & OpenGL ES standards, and distill their accumulated knowledge in this book. The book will go beyond the specifications of these standards and provide hands-on examples and more detailed, practical implementation information.< br> < br> Readers will draw upon the techniques presented in the discussions of OpenGL ES to further their design skills in many real-world M3G implementations.< br> < br> * Go Mobile or Go Home! Master designs for mobile media- a $98 BILLION industry by 2011!< br> * Insights from the designers of M3G, an industry standard for 3D graphics on mobile devices< br> * Nokia authors give standing-room only seminars at SIGGRAPH each year< br> * First comprehensive book on how to take best advantage of the OpenGL ES and M3G APIs.

Table of Contents

Contents

Preface

About the Authors

CHAPTER 1. INTRODUCTION

PART I ANATOMY OF A GRAPHICS ENGINE

CHAPTER 2. LINEAR ALGEBRA FOR 3D GRAPHICS

CHAPTER 3. LOW-LEVEL RENDERING

CHAPTER 4. ANIMATION

CHAPTER 5. SCENE MANAGEMENT

CHAPTER 6. PERFORMANCE AND SCALABILITY

PART II OPENGL ES AND EGL

CHAPTER 7. INTRODUCING OPENGL ES

CHAPTER 8. OPENGL ES TRANSFORMATION AND LIGHTING

CHAPTER 9. OPENGL ES RASTERIZATION AND FRAGMENT PROCESSING

CHAPTER 10. MISCELLANEOUS OPENGL ES FEATURES

CHAPTER 11. EGL

PART III M3G

CHAPTER 12. INTRODUCING M3G

CHAPTER 13. BASIC M3G CONCEPTS

CHAPTER 14. LOW-LEVEL MODELING IN M3G

CHAPTER 15. THE M3G SCENE GRAPH

CHAPTER 16. ANIMATION IN M3G

PART IV APPENDIX

A FIXED-POINT MATHEMATICS

B JAVA PERFORMANCE TUNING

C GLOSSARY

Bibliography

Index

Product Details

ISBN:
9780123737274
Author:
Pulli, Kari
Publisher:
Morgan Kaufmann Publishers
Author:
Vaarala, Jani
Author:
Miettinen, Ville
Author:
Aarnio, Tomi
Subject:
Computer graphics -- Design.
Subject:
Computer Graphics - Game Programming
Subject:
Programming - Software Development
Subject:
Computer graphics
Subject:
Three-dimensional display systems
Subject:
Programming - Games
Subject:
Software Development & Engineering - General
Subject:
Computer Graphics - General
Subject:
Graphics-General
Copyright:
Series:
Morgan Kaufmann Series in Computer Graphics
Publication Date:
20071231
Binding:
HARDCOVER
Language:
English
Illustrations:
Y
Pages:
464
Dimensions:
9.25 x 7.5 in

Related Subjects

Computers and Internet » Graphics » General
Computers and Internet » Graphics » Programming
Computers and Internet » Mobile and Handheld Devices » Programming
Computers and Internet » Networking » General
Computers and Internet » Software Engineering » Game Design
Computers and Internet » Software Engineering » General

Mobile 3D Graphics: With OpenGL Es and M3g (Morgan Kaufmann Series in Interactive 3D Technology) Short Discount Markdown Trade Paper
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Product details 464 pages Morgan Kaufmann Publishers - English 9780123737274 Reviews:
"Synopsis" by , The authors of this book have worked for several years designing the M3G & OpenGL ES standards, and distill their accumulated knowledge in this book. The book will go beyond the specifications of these standards and provide hands-on examples and more detailed, practical implementation information.< br> < br> Readers will draw upon the techniques presented in the discussions of OpenGL ES to further their design skills in many real-world M3G implementations.< br> < br> * Go Mobile or Go Home! Master designs for mobile media- a $98 BILLION industry by 2011!< br> * Insights from the designers of M3G, an industry standard for 3D graphics on mobile devices< br> * Nokia authors give standing-room only seminars at SIGGRAPH each year< br> * First comprehensive book on how to take best advantage of the OpenGL ES and M3G APIs.
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