OpenGL ES 3.0 Programming Guide

Author: Dan Ginsburg,Budirijanto Purnomo,Dave Shreiner,Aaftab Munshi

Publisher: Addison-Wesley Professional

ISBN: 0133440125

Category: Computers

Page: 560

View: 2747

OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ® ES ™ 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
Posted in Computers

Handbook of Research on Maximizing Cognitive Learning through Knowledge Visualization

Author: Ursyn, Anna

Publisher: IGI Global

ISBN: 1466681438

Category: Education

Page: 572

View: 4582

The representation of abstract data and ideas can be a difficult and tedious task to handle when learning new concepts; however, the advances of emerging technology have allowed for new methods of representing such conceptual data. The Handbook of Research on Maximizing Cognitive Learning through Knowledge Visualization focuses on the use of visualization technologies to assist in the process of better comprehending scientific concepts, data, and applications. Highlighting the utilization of visual power and the roles of sensory perceptions, computer graphics, animation, and digital storytelling, this book is an essential reference source for instructors, engineers, programmers, and software developers interested in the exchange of information through the visual depiction of data.
Posted in Education

Introduction to Computer Graphics with OpenGL ES

Author: JungHyun Han

Publisher: CRC Press

ISBN: 0429811195

Category: Computers

Page: 326

View: 1138

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.
Posted in Computers

Pro Android 3

Author: Sayed Hashimi,Satya Komatineni,Dave MacLean

Publisher: Apress

ISBN: 1430232226

Category: Computers

Page: 1200

View: 8762

Pro Android 3 starts with the basics, giving you a firm foundation in Android development. It then builds on this foundation to teach you how to build real-world and fun mobile applications using the new Android 3.0 SDK. This book covers advanced concepts in detail including maps, geocoding, services, live folders, drag and drop, touchscreens, and the new Android 3.0 features: fragments and ActionBar. Pro Android 3 is uniquely comprehensive: it covers sensors, text to speech, OpenGL, live widgets, search, and the audio and video APIs. Using the code-heavy tutorials and expert advice, you’ll quickly be able to build cool mobile apps and run them on dozens of Android-based smartphones. You’ll explore and use the Android APIs, including those for media, sensors, and long-running services. And you’ll check out what’s new with Android 3.0, including the improved UI across all Android platforms, drag and drop, fragment dialogs, and more, giving you the knowledge to create stunning, cutting-edge apps, while keeping you agile enough to respond to changes in the future. What you’ll learn How to use Android to build Java-based mobile applications for Google phones with a touch screen or keyboard How to design and implement irresistible user interfaces for touch screens with Views and layouts How to populate your application with data from data sources, using Content Providers How Android works on the inside, so you better understand how to design great mobile apps How to create 3D graphics with OpenGL and custom components How to build multimedia apps using Android’s Media APIs How to use Android’s location-based services, network-based services, and security How to use new Android 3.0 features, such as fragments and the ActionBar Who this book is for This book is for professional software engineers/programmers looking to move their ideas and applications into the mobile space with Android. It assumes a passable understanding of Java, including how to write classes and handle basic inheritance structures. Table of Contents Introducing the Android Computing Platform Setting up your Development Environment Understanding Resources Understanding Content Providers Understanding Intents Building User Interfaces and Using Controls Adding Menus Implementing Dialogs Working with Preferences and Saving State Security and Permissions Working with Services Exploring Packages, Processes, and Library Projects Exploring Processes, Components, Threads, and Handlers Exploring Broadcast Receivers and Long Running Services Exploring the Alarm Manager Unveiling 2D Animation Exploring Maps and Location Services Using the Telephony APIs Understanding the Media Frameworks Programming 3D Graphics with OpenGL Exploring Live Folders Home Screen Widgets and Live Wallpaper Android Search Exploring Text to Speech and the Google Translate API Touchscreens Using Sensors Understanding the Contact API Deploying your Application: Android Market and Beyond Fragments Action Bar Selected Topics in Android 3.0
Posted in Computers

Design Patterns für die Spieleprogrammierung

Author: Robert Nystrom

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 395845092X

Category: Computer games

Page: 400

View: 1675

- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.
Posted in Computer games

Jetzt lerne ich OpenGL

Author: Lorenz Burggraf

Publisher: Pearson Deutschland GmbH

ISBN: 9783827262370


Page: 448

View: 4206

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Einführung in die Computergraphik

Grundlagen, Geometrische Modellierung, Algorithmen

Author: Hans-Joachim Bungartz,Michael Griebel,Christoph Zenger

Publisher: Springer-Verlag

ISBN: 3322929256

Category: Mathematics

Page: 237

View: 5626

Dieses Buch gibt eine umfassende Einführung in die verschiedenen Aspekte der Computergraphik. Neben der Diskussion grundlegender Fragestellungen (Koordinatensysteme, Rasterung, Farbmodelle) werden dabei sowohl die geometrische Modellierung dreidimensionaler Objekte (Volumen-, Oberflächen- und Kantenmodellierung) als auch deren graphische Darstellung (Sichtbarkeitsentscheid, Schattierung, Ray-Tracing, Radiosity) besprochen. Weiterhin wird die Rolle der Computergraphik in modernen Anwendungen wie Animation, Visualisierung oder Virtual Reality beleuchtet. Der Leser erhält so einen vollständigen Überblick über die einzelnen Arbeitsschritte und Techniken von der realen Szene bis zum Bild bzw. zur Visualisierung am Ausgabegerät. Über 220 z. T. farbige Abbildungen illustrieren dabei die einzelnen Verfahren und geben Einblick in die weiten Möglichkeiten moderner Computergraphik.
Posted in Mathematics

Das HDRI-Handbuch

High Dynamic Range Imaging für Fotografen und Computergrafiker

Author: Christian Bloch

Publisher: N.A

ISBN: 9783898644303


Page: 389

View: 3757

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Real-Time 3D Graphics with WebGL 2

Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), 2nd Edition

Author: Farhad Ghayour,Diego Cantor

Publisher: Packt Publishing Ltd

ISBN: 1788837878

Category: Computers

Page: 500

View: 5230

A comprehensive guide with 80+ examples on 3D programming in WebGL 2, covering computer graphics topics such as rendering, 3D math, camera, and more Key Features Create visually stunning, high-performance 3D applications for the web with WebGL 2 A complete course on 3D computer graphics: rendering, 3D math, lighting, cameras, and more Unlock a variety of new and advanced features offered in WebGL 2 Book Description As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript. What you will learn Understand the rendering pipeline provided in WebGL Build and render 3D objects with WebGL Develop lights using shaders, 3D math, and the physics of light reflection Create a camera and use it to navigate a 3D scene Use texturing, lighting, and shading techniques to render realistic 3D scenes Implement object selection and interaction in a 3D scene Cover advanced techniques for creating immersive and compelling scenes Learn new and advanced features offered in WebGL 2 Who this book is for This book is intended for developers who are interested in building highly interactive 3D applications for the web. A basic understanding of JavaScript is necessary; no prior computer graphics or WebGL knowledge is required.
Posted in Computers

Logic Pro 9 und Logic Express 9

professionell Musik komponieren, arrangieren und produzieren

Author: David Nahmani

Publisher: Pearson Deutschland GmbH

ISBN: 9783827329141


Page: 542

View: 7454

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Apple Pro Training Series: Final Cut Pro 7

Das offizielle Handbuch für DV-Bearbeitung und -Schnitt

Author: Diana Weynand

Publisher: Pearson Deutschland GmbH

ISBN: 9783827329349


Page: 603

View: 3653

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OpenGL Programming on Mac OS X

Architecture, Performance, and Integration

Author: Robert P. Kuehne,J. D. Sullivan

Publisher: Addison-Wesley Professional


Category: Computers

Page: 330

View: 3902

Offering complete coverage for developers on how to use OpenGL on the Mac platform, this helpful manual explains how to use OpenGL to create high-quality 3D graphics for a variety of applications and offers suggestions on how to integrate various other Mac-native APIs into OpenGL. Original. (Intermediate)
Posted in Computers

OpenGL Programming Guide

The Official Guide to Learning OpenGL, Version 1.4

Author: Dave Shreiner,OpenGL Architecture Review Board

Publisher: Addison-Wesley Professional


Category: Computers

Page: 759

View: 3971

Looks at the functions of OpenGL and includes information on computer graphics techniques, covering such topics as building 3D models, using shading and lighting, and texture mapping.
Posted in Computers

Programmieren mit OpenGL

3D-Grafik und Bildverarbeitung

Author: Ute Claussen

Publisher: Springer-Verlag

ISBN: 3642603394

Category: Computers

Page: 398

View: 5589

In diesem Buch sind die verschiedenen Aspekte von OpenGL ausführlich dargestellt. Es ist in die typischen Themenbereiche der Computergrafik gegliedert. Von der Modellierung grafischer Szenen über Farbgebungen, Beleuchtung und Texturen bis hin zur Interaktion. Ein großer Abschnitt befaßt sich mit den Bibliotheken von OpenGL mit Ergänzungen oder Erweiterungen. Einerseits Version 1.1 und Open Inventor, andererseits aber auch die Bibliotheken zur Anbindung von Fenstersystemen, GLX für X-Windows und WGL für MS Windows. Dieses Buch will Sie auch zu eigenen Arbeiten anregen: Dazu hat die Autorin typische Beispiele für alle Bereiche und weiterführende Aufgaben bereitgestellt. Diese sind auch auf der beiliegenden CD-ROM als Windows95/WindowsNT-Anwendungen samt Quellen verfügbar.
Posted in Computers

Moderne Betriebssysteme

Author: Andrew S. Tanenbaum

Publisher: Pearson Deutschland GmbH

ISBN: 9783827373427

Category: Betriebssystem

Page: 1239

View: 8904

Posted in Betriebssystem

Wie ich die Dinge geregelt kriege

Selbstmanagement für den Alltag

Author: David Allen

Publisher: Piper ebooks

ISBN: 3492972314

Category: Self-Help

Page: 432

View: 3129

Eigentlich sollte man längst bei einem Termin sein, doch dann klingelt das Handy und das E-Mail-Postfach quillt auch schon wieder über. Für Sport und Erholung bleibt immer weniger Zeit und am Ende resigniert man ausgebrannt, unproduktiv und völlig gestresst. Doch das muss nicht sein. Denn je entspannter wir sind, desto kreativer und produktiver werden wir. Mit David Allens einfacher und anwendungsorientierter Methode wird beides wieder möglich: effizient zu arbeiten und die Freude am Leben zurückzugewinnen.
Posted in Self-Help

C/C++ Users Journal

Author: N.A

Publisher: N.A


Category: C (Computer program language)

Page: N.A

View: 4149

Posted in C (Computer program language)

HTML5 und CSS3

Das umfassende Handbuch

Author: Jürgen Wolf

Publisher: N.A

ISBN: 9783836228855

Category: Computers

Page: 1237

View: 4677

Posted in Computers

Lehrbuch der Grafikprogrammierung

Grundlagen, Programmierung, Anwendung

Author: Klaus Zeppenfeld

Publisher: Spektrum Akademischer Verlag

ISBN: 9783827410283

Category: Computers

Page: 450

View: 5993

Posted in Computers

Qt 4

Einführung in die Applikationsentwicklung

Author: Daniel Molkentin,André Pönitz

Publisher: N.A

ISBN: 9783937514994


Page: 500

View: 7238

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