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Mobile 3D Graphics

  • Textbook
  • © 2006

Overview

  • Provides a comprehensive reference to 3D mobile graphics programming, using OpenGL ES and including recent advances in mobile computer graphics techniques and applications
  • The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application program interfaces behind the major wireless and mobile devices supporting 3D graphics applications
  • An excellent reference source for advanced undergraduates/postgraduates, and mobile application and games developers

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Table of contents (6 chapters)

  1. Scenarios and Applications

  2. Mobile Graphics Programming

Keywords

About this book

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

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)

Authors and Affiliations

  • University of Roma, Rome, Italy

    Alessio Malizia

Bibliographic Information

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