Mobile 3D Graphics

Mobile 3D Graphics pdf epub mobi txt 电子书 下载 2026

出版者:Morgan Kaufmann
作者:Kari Pulli
出品人:
页数:500
译者:
出版时间:November 1, 2007
价格:$59.95
装帧:Hardcover
isbn号码:9780123737274
丛书系列:
图书标签:
  • 3D
  • 计算机图形学
  • OpenGL-ES
  • OpenGL
  • 计算机科学
  • 游戏编程
  • opengel
  • game
  • 3D图形学
  • 移动设备
  • OpenGL ES
  • 图形渲染
  • 游戏开发
  • 计算机图形学
  • 移动应用
  • 实时渲染
  • Shaders
  • 图形API
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具体描述

Graphics 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. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject.

- Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University

"This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field."

- Sean Ellis, Consultant Graphics Engineer, ARM Ltd

The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.

Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players.

The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G.

C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book.

The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing.

Along the way, readers will benefit from the hundreds of included tips, tricks and caveats.

*Written by key industry experts who helped develop the standards of the field

*Hands-on code examples are presented throughout the book, and are also offered on the companion website

*Provides examples in the two most popular programing interfaces, OpenGL ES and M3G

作者简介

Kari Pulli contributed to both OpenGL ES and M3G from the very beginning, and was among the most active technical contributors to each API. Kari, originally Principal Scientist and later Research Fellow, headed Nokia's graphics research, standardization, and technology strategy and implementation, and was Nokia's contact person for both standards.

Tomi Aarnio, Senior Research Engineer, mostly concentrated on the M3G standard. He was the specification editor of all versions of M3G, and headed the implementation project of both its Reference Implementation and the engine that is shipping on Nokia phones.

Ville Miettinen was active and influential on the definition of the first versions of both of these graphics standards. At the time he acted as the CTO of Hybrid Graphics, nowadays he is a freelance consultant.

Kimmo Roimela, Senior Research Engineer at Nokia, also concentrated on the M3G standardization and implementation. He was the main architect of the M3G's animation model and an associate editor of the M3G specification. He was also the lead programmer of the Nokia M3G implementation.

Jani Vaarala, Graphics Architect at Nokia, was very active in the definition of OpenGL ES standard. He also headed the team that implemented and integrated Nokia's first OpenGL ES and EGL solution.

目录信息

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这本著作的排版和图示处理,简直是业界良心,这一点对于这种高度依赖空间想象力的学科来说至关重要。通常,很多技术书籍的插图都像是临时拼凑的低分辨率截图,让人看得一头雾水。但在这本书里,几乎所有的关键概念——比如法线计算、矩阵变换的几何意义——都有着清晰、风格统一的矢量图来辅助说明。比如,书中对于“环境光遮蔽”(Ambient Occlusion)原理的讲解,作者没有用文字去冗长描述那些复杂的积分运算,而是通过一组由浅入深、逐步添加环境因素的光照模型图示,将那种微妙的光线衰减和阴影聚集感直观地呈现在读者面前。这种视觉化的教学方式,极大地降低了理解门槛。我曾花了好几个晚上,对照着书上的图示,在白板上自己推导那些向量的旋转和平移,每当思路卡住时,翻回书中对应的插图,总能找到那个微妙的视觉线索,帮我理清思路。可以说,这本书的视觉语言和文字叙事达到了高度的协同作用,它尊重读者的时间,并且用最有效率的方式将复杂的空间几何概念烙印在大脑中,这对于自学者来说,是无价的宝藏。

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如果非要挑剔的话,这本书在探讨最新图形API(比如Vulkan或Metal)的特定编程范式时,似乎略显保守和谨慎。它更侧重于构建一个坚实、跨平台的基础理论框架,而非紧跟当下最新的硬件特性和驱动层面的激进创新。我理解作者的出发点可能是希望理论的永恒性超越技术的迭代,但对于那些迫切想了解如何编写高性能的GPU着色器语言(Shader Language)的读者来说,可能会觉得在“如何实现”的实践细节上略有不足。不过,话又说回来,正是这种对底层原理的固执坚守,才使得这本书经久不衰。它花了大量篇幅去解释深度缓冲(Z-Buffer)的工作机制以及早期的光栅化算法,这些基础知识在今天的超算集群上依然有效,只是效率和实现方式被优化了。因此,这本书更像是一所顶级的“图形学研究院”的入门手册,它教你如何像工程师一样思考问题,而不是仅仅停留在“调参”的层面。对于那些希望在未来能够设计新算法、而不是仅仅应用现有工具的人来说,这种深度和广度是无可替代的。

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说实话,我一开始对这本厚厚的专业书籍抱有非常大的抵触情绪,毕竟现在的技术更新速度快得惊人,担心它会是一堆过时的理论。然而,当我真正深入阅读,特别是翻到关于“几何体实例化与批处理优化”的那几章时,我意识到我的担忧完全是多余的。作者的叙事节奏非常老道,他并没有一上来就抛出最新的API特性,而是选择了从最基础的CPU与GPU交互模式讲起,像剥洋葱一样,一层层揭开现代渲染系统的效率瓶颈。他的行文风格带着一种坚定的理性,每一个论断后面都紧跟着清晰的性能分析图表或者伪代码示例,逻辑严密到几乎不给人留下一丝质疑的空间。尤其印象深刻的是他对“LOD”(细节层次)管理的论述,那部分内容简直是现场教学,他不仅说明了如何根据距离切换模型复杂度,更详细对比了基于视锥体剔除、遮挡剔除以及面向摄像机剔除这三种策略在不同场景下的优劣,那种将理论与实战完美融合的功力,非一般人所能及。读完这部分,我立刻回去审查了我们项目中关于大规模场景加载的模块,发现了不少可以改进的地方,那种即时的、可操作性的知识提升,让我对这本书的价值有了更立体的认识。它不是僵硬的知识堆砌,而是一份充满生命力的优化指南。

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这本书的封面设计简直是一场视觉盛宴,那种深邃的蓝色调配上未来感的几何线条,立刻把我从现实世界拉入了数字三维的奇妙疆域。我记得我是在一个阳光明媚的下午翻开它的,初读时的感受是,作者对这门学科的理解绝非停留在教科书的表面,他似乎对图形渲染管线的每一个幽灵般的步骤都了如指掌,但最让我震撼的是他对“沉浸感”的定义。他没有用那些晦涩难懂的数学公式去堆砌概念,而是用极其生动的比喻,将光线追踪、纹理映射这些复杂的底层技术,描绘成了一场在虚拟世界中与光影的精心舞蹈。特别是关于延迟渲染(Deferred Shading)的那一章,作者的阐述方式让我这个长期在游戏引擎底层摸爬滚打的人都感到耳目一新,他不仅解释了“为什么”要这样做,更深入剖析了在不同硬件架构下,“如何”优化才能榨取出每一丝性能。读到后面,我甚至能想象到他当年在写下这些文字时,那种对技术纯粹的热爱和追求完美的执着。这本书不是那种教你写几行代码就能做出效果的速成手册,它更像是一本武林秘籍,需要你静心、专心,才能体会到其中蕴含的深厚内功。它强迫你停下来思考,在追求极致视觉效果的背后,计算资源的消耗与平衡点到底在哪里,这种哲学层面的探讨,极大地提升了我对3D图形设计思维的层次。

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这本书带给我的,远不止是技术知识的积累,更是一种对待“效率”的敬畏之心。作者在全书中贯穿着一种对“计算预算”的审慎态度,仿佛时刻提醒着读者,虚拟世界中的每一帧画面都是以现实世界中的电能和时间为代价换来的。在描述高级效果,比如次表面散射(Subsurface Scattering)或体积云渲染时,作者并没有一味地鼓吹效果的华丽,反而会非常诚恳地剖析这些技术在真实商业项目中的性能消耗和妥协方案。这种坦诚和务实,让我对“完美”这个词有了更接地气的理解。其中关于CPU端场景管理和GPU端工作提交的并发性讨论,简直是一堂关于现代并行计算的精彩课程。他强调了“数据友好性”的重要性,如何组织数据结构才能让GPU流水线保持最高效率,避免昂贵的上下文切换。这本书读下来,我感觉自己仿佛被一位经验丰富的老船长带着,穿越了层层迷雾,不仅学会了如何操作船帆(编程),更重要的是学会了如何预测风暴(性能瓶颈),并提前规划航线,这是一种超越代码的、系统性的工程思维训练。

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先是线代和rendering基础知识的讲解,然后是OpenGL ES和EGL,最后是M3G平台。

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先是线代和rendering基础知识的讲解,然后是OpenGL ES和EGL,最后是M3G平台。

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先是线代和rendering基础知识的讲解,然后是OpenGL ES和EGL,最后是M3G平台。

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先是线代和rendering基础知识的讲解,然后是OpenGL ES和EGL,最后是M3G平台。

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先是线代和rendering基础知识的讲解,然后是OpenGL ES和EGL,最后是M3G平台。

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