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Mobile 3D Graphics

By Alessio Malizia

  • eBook Price: $59.95
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  • ISBN13: 978-1-8462-8383-3
  • 176 Pages
  • User Level: Students
  • Publication Date: December 31, 2006
  • Available eBook Formats: PDF
Full Description
While advanced 3D graphics techniques 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 shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers. 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. Includes: - a comprehensive explanation of 3D mobile graphics programming; -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. An excellent reference source for advanced undergraduates/postgraduates, and mobile application and games developers.
Table of Contents

Table of Contents

  1. From the contents Mobile Graphics Applications.
  2. The Rise of Mobile Graphics.
  3. Mobile Devices.
  4. Mobile Devices and Graphics.
  5. Mobile 3D Graphics: scenarios and challenges.
  6. Application scenarios.
  7. Multimedia and Graphics Usability Challenges.
  8. Algorithms and Architectual challenges.
  9. Summary.
  10. Introduction to mobile 3D Graphics with OpenGL(R)ES.
  11. Introduction to OpenGL(R)ES.
  12. The OpenGL
  13. ES rendering pipeline.
  14. 3D mobile graphic concepts and rendering with OpenGL(R)|ES.
  15. OpenGL(R)|ES future developments and extensions.
  16. Summary.
  17. Java Mobile 3D Graphics.
  18. M3G.
  19. MIDP applications.
  20. Immediate and Retained mode.
  21. Scene Graph.
  22. Transformations.
  23. Nodes of the Scene Graph.
  24. Camera Class.
  25. Managing illumination.
  26. Meshes and Sprites.
  27. Animations.
  28. Ray intersections.
  29. Building an M3G demo.
  30. Summary.
  31. Direct 3D Mobile.
  32. Architecture.
  33. Rendering Pipeline.
  34. Primitive types.
  35. Transformations.
  36. Lighting.
  37. Summary.
  38. Conclusions and perspectives.
  39. Appendix A: OpenGL
  40. ES code samples.
  41. References.

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