tailieunhanh - 3D Graphics with OpenGL ES and M3G- P46

3D Graphics with OpenGL ES and M3G- P46:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 434 INDEX reflectance Continued diffuse 66-67 specular 67-68 reflection models 64-65 ambient reflectance 65-66 diffuse reflectance 66-67 specular reflectance 67-68 registers 408 rendering asynchronous multibuffered 103 into textures 254-255 layers 132 360-361 level-of-detail 151 low-level 55-103 multi-pass 98-99 order 149 portal 150 primitives 57-61 retained mode 128-132 sprite 347-348 state 130 132 synchronized 102-103 transparent objects 97-98 render methods 296 render targets 290-293 antialiasing 292 binding 291 disabling depth buffer 292-293 dithering 292 minimizing number of 291 synchronizing2Dand3D 291-292 REPLACE function 80 retained-mode objects 272 retained mode rendering 128-132 camera light setup 129-130 defined 128 294 display lists 128 state resolving 130 RGBA format 80 root objects 312 rotation interpolation 285-286 rotations 36-38 defined 36 illustrated 36 Transformable 304-305 S Safety-Critical SC profile 161 scalability 134-136 background elements 136 detail objects 136 special effects 135-136 texture mapping 134 Scalable Vector Graphics SVG 22 scalar product 29 30 scale orientation 305 scaling downscaling 134 matrix 38 uniform 38 scene graph objects 272 scenegraphs M3G 349-366 basics 349-351 groups 350-351 layering 360-361 Mesh objects 351-354 multi-pass effects 361-362 Node objects 349-350 object transformation 354-360 performance optimization 364-366 picking 362-364 World 351 scene graphs OpenGL ES 120 -128 application area 120-121 class hierarchy 125-128 content creation 123-125 defined 120 example 275 extensibility 125 nodes 273 PerformerbySGI 128 spatial data structure 121-123 scene management 117-132 scissor test 92-93 214 scope masks 365-366 defined 365 example 366 screen linear interpolation 82-83 scrolling backgrounds 344-345 separate specular pass 335-337 sequence time 375 setters setActiveCamera 356 setAlignment 358 359 setAlphaThreshold 348 setAppearance 352 setAttenuation 341 setBlending 334 setColor 320 328 333 341 343 setCrop 344 .