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LEADER: 07858cam 2200829Ia 4500
001 ocn190760124
003 OCoLC
005 20191219204826.0
008 080111s2008 ne a ob 001 0 eng d
006 m o d
007 cr cnu---unuuu
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020 $a9780080555911$q(electronic bk.)
020 $a0080555918$q(electronic bk.)
020 $z9780123737274$q(pbk.)
020 $z0123737273$q(pbk.)
024 8 $a9786611096182
035 $a(OCoLC)190760124$z(OCoLC)268792857$z(OCoLC)647691339$z(OCoLC)832327101$z(OCoLC)961625809$z(OCoLC)962628034$z(OCoLC)972615797$z(OCoLC)974174406$z(OCoLC)979399752$z(OCoLC)980290753$z(OCoLC)984806353$z(OCoLC)988534616$z(OCoLC)991962607$z(OCoLC)1017993235$z(OCoLC)1032604112$z(OCoLC)1037697164$z(OCoLC)1038584681$z(OCoLC)1045481684$z(OCoLC)1049104117$z(OCoLC)1053512743
037 $a109618$bMIL
050 4 $aT385$b.M6219 2008eb
072 7 $aCOM$x012000$2bisacsh
082 04 $a006.686$222
245 00 $aMobile 3D graphics with OpenGL ES and M3G /$cKari Pulli [and others].
260 $aAmsterdam ;$aBurlington, MA :$bElsevier/Morgan Kaufmann Publishers,$c℗♭2008.
300 $a1 online resource (xvi, 436 pages) :$billustrations (some color).
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aMorgan Kaufmann series in computer graphics
504 $aIncludes bibliographical references (pages 419-423) and index.
588 0 $aPrint version record.
505 0 $aCover; Contents; Preface; About the Authors; Acknowledgments; Chapter 1. Introduction; 1.1 About This Book; 1.2 Graphics on Handheld Devices; 1.3 Mobile Graphics Standards; Part I: Anatomy of a Graphics Engine; Chapter 2. Linear Algebra for 3D Graphics; 2.1 Coordinate Systems; 2.2 Matrices; 2.3 Affine Transformations; 2.4 Eye Coordinate System; 2.5 Projections; 2.6 Viewport and 2D Coordinate Systems; Chapter 3. Low-Level Rendering; 3.1 Rendering Primitives; 3.2 Lighting; 3.3 Culling and Clipping; 3.4 Rasterization; 3.5 Per-Fragment Operations; 3.6 Life Cycle of a Frame; Chapter 4. Animation
505 8 $a4.1 Keyframe Animation4.2 Deforming Meshes; Chapter 5. Scene Management; 5.1 Triangle Meshes; 5.2 Scene Graphs; 5.3 Retained Mode Rendering; Chapter 6. Performance and Scalability; 6.1 Scalability; 6.2 Performance Optimization; 6.3 Changing and Querying the State; 6.4 Model Data; 6.5 Transformation Pipeline; 6.6 Lighting; 6.7 Textures; Part II: OpenGL ES and EGL; Chapter 7. Introducing OpenGL ES; 7.1 Khronos Group and OpenGL ES; 7.2 Design Principles; 7.3 Resources; 7.4 API Overview; 7.5 Hello, OpenGL ES!; Chapter 8. OpenGL ES Transformation and Lighting; 8.1 Drawing Primitives
505 8 $a8.2 Vertex Transformation Pipeline8.3 Colors and Lighting; Chapter 9. OpenGL ES Rasterization and Fragment Processing; 9.1 Back-Face Culling; 9.2 Texture Mapping; 9.3 Fog; 9.4 Antialiasing; 9.5 Pixel Tests; 9.6 Applying Fragments to the Color Buffer; Chapter 10. Miscellaneous OpenGL ES Features; 10.1 Frame Buffer Operations; 10.2 State Queries; 10.3 Hints; 10.4 Extensions; Chapter 11. EGL; 11.1 API Overview; 11.2 Configuration; 11.3 Surfaces; 11.4 Contexts; 11.5 Extensions; 11.6 Rendering into Textures; 11.7 Writing High-Performance EGL Code; 11.8 Mixing OpenGL ES and 2D Rendering
505 8 $a11.9 Optimizing Power Usage11.10 Example on EGL Configuration Selection; Part III: M3G; Chapter 12. Introducing M3G; 12.1 Overview; 12.2 Design Principles and Conventions; 12.3 M3G 1.1; Chapter 13. Basic M3G Concepts; 13.1 Graphics3D; 13.2 Image2D; 13.3 Matrices and Transformations; 13.4 Object3D; 13.5 Importing Content; Chapter 14. Low-Level Modeling in M3G; 14.1 Building Meshes; 14.2 Adding Color and Light: Appearance; 14.3 Lights and Camera; 14.4 2D Primitives; Chapter 15. The M3G Scene Graph; 15.1 Scene Graph Basics: Node, Group, and World; 15.2 Mesh Objects; 15.3 Transforming Objects
505 8 $a15.4 Layering and Multi-Pass Effects15.5 Picking; 15.6 Optimizing Performance; Chapter 16. Animation in M3G; 16.1 Keyframe Animation: KeyframeSequence; 16.2 Animation Targets: AnimationTrack; 16.3 Timing and Speed: AnimationController; 16.4 Animation Execution; 16.5 Advanced Animation; Part IV: Appendix; Appendix A. Fixed-Point Mathematics; A.1 Fixed-Point Methods in C; A.2 Fixed-Point Methods in Assembly Language; A.3 Fixed-Point Methods in Java; Appendix B. Java Performance Tuning; B.1 Virtual Machines; B.2 Bytecode Optimization; B.3 Garbage Collection; B.4 Memory Accesses; B.5 Method Calls
520 $aGraphics 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. T.
630 00 $aOpenGL.
650 0 $aComputer graphics.
650 0 $aThree-dimensional display systems.
650 7 $aCOMPUTERS$xComputer Graphics.$2bisacsh
630 07 $aOpenGL.$2fast$0(OCoLC)fst01380188
650 7 $aComputer graphics.$2fast$0(OCoLC)fst00872119
650 7 $aThree-dimensional display systems.$2fast$0(OCoLC)fst01150324
655 0 $aElectronic books.
655 4 $aElectronic books.
700 1 $aPulli, Kari.
776 08 $iPrint version:$tMobile 3D graphics with OpenGL ES and M3G.$dAmsterdam ; Burlington, MA : Elsevier/Morgan Kaufmann Publishers, ℗♭2008$z9780123737274$z0123737273$w(DLC) 2007282316$w(OCoLC)185021654
830 0 $aMorgan Kaufmann series in computer graphics.
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856 40 $3Safari Books Online$uhttp://proquest.safaribooksonline.com/9780123737274
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948 $hNO HOLDINGS IN P4A - 1211 OTHER HOLDINGS