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.
Readers will draw upon the techniques presented in the discussions of OpenGL ES to further their design skills in many real-world M3G implementations.
* Go Mobile or Go Home! Master designs for mobile media- a $98 BILLION industry by 2011!
* Insights from the designers of M3G, an industry standard for 3D graphics on mobile devices
* Nokia authors give standing-room only seminars at SIGGRAPH each year
* First comprehensive book on how to take best advantage of the OpenGL ES and M3G APIs.
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