
Mobile 3D Graphics
Alessio Malizia(Author)
Springer (Publisher)
Published on 17. October 2006
Book
Paperback/Softback
XIV, 162 pages
978-1-84628-383-3 (ISBN)
Description
We may consider technology as the set of tools, both hardware and software, that help us improve our performance in di?erent working (and playing) - cations; it includes all the man-made objects from paper to the latest audio book. Information technology helps to use, edit, share, and exchange kno- edge,intheformofdocuments-textual,acoustic,andpictorial-quicklyand e?ciently. E. D. Hirsch, Jr. pointed out that literate people in every society and every culture share a body of knowledge that enables them to commu- cate with each other and make sense of the world around them. The kinds of things a literate person knows vary from society to society and from era to era, so there is no absolute de?nition of literacy; the same holds for computer literacy. We may look at technology literacy from three di?erent dimensions: capabilities, knowledge, and ways of thinking and acting. According to this scheme, such dimensions can be placed along a continuum - from low to high, limited to extensive, and poorly developed to well developed. In such a thr- dimensional(3D)space,arethedi?erentproductsandgadgetsinoureveryday life, like the iPod, that are extensively developed, and have high-level ca- bilities but require little knowledge to make them work. Conversely, a CAD software package has low capabilities since it is a specialized application, and extensive knowledge is required to use it. These ways of thinking and a- ing must be well developed. There are di?erent views on which computing platform will encompass others existing one.
Reviews / Votes
From the reviews:
"Undergraduate or graduate students interested in 3D graphics can use the information in this book to apply their skills in a limited resources environment, such as on portable devices. . This should interest both students and consumer electronics product designers seeking to understand the challenges of introducing 3D graphics in their platforms. Programmers with experience in Java MIDP or Windows Mobile can also find useful examples here to help get started with 3D rendering." (Cherif Keramane, ACM Computing Reviews, Vol. 49 (5), 2008)
More details
Edition
and ed.
Language
English
Place of publication
London
United Kingdom
Target group
Professional and scholarly
Graduates, postgraduates and researchers
Product notice
Paperback (trade)
Unsewn / adhesive bound
Illustrations
54 s/w Abbildungen
XIV, 162 p. 54 illus.
Dimensions
Height: 233 mm
Width: 154 mm
Thickness: 12 mm
Weight
278 gr
ISBN-13
978-1-84628-383-3 (9781846283833)
DOI
10.1007/978-1-84628-660-5
Schweitzer Classification
Other editions
Additional editions

Content
From the contents Mobile Graphics Applications.- The Rise of Mobile Graphics.- Mobile Devices.- Mobile Devices and Graphics.- Mobile 3D Graphics: scenarios and challenges.- Application scenarios.- Multimedia and Graphics Usability Challenges.- Algorithms and Architectual challenges.- Summary.- Introduction to mobile 3D Graphics with OpenGL(R)ES.- Introduction to OpenGL(R)ES.- The OpenGL-ES rendering pipeline.- 3D mobile graphic concepts and rendering with OpenGL(R)|ES.- OpenGL(R)|ES future developments and extensions.- Summary.- Java Mobile 3D Graphics.- M3G.- MIDP applications.- Immediate and Retained mode.- Scene Graph.- Transformations.- Nodes of the Scene Graph.- Camera Class.- Managing illumination.- Meshes and Sprites.- Animations.- Ray intersections.- Building an M3G demo.- Summary.- Direct 3D Mobile.- Architecture.- Rendering Pipeline.- Primitive types.- Transformations.- Lighting.- Summary.- Conclusions and perspectives.- Appendix A: OpenGL-ES code samples.- References.