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| View Larger Image | Mobile 3D Graphics by Alessio Malizia
| | List Price: | $74.95 | | Price: | $60.14 | | You Save: | $14.81 (20%) |  | | Available: | Usually ships in 24 hours |  | |  | | Sales Rank: | 1831862 | | Studio: | Springer |  | | Binding: | Paperback | | Number Of Pages: | 162 | | Publication Date: | September 19, 2006 | | Publisher: | Springer |
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EDITORIAL REVIEWS | Product Description
While advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers. The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application programme interfaces behind the major wireless and mobile devices supporting 3D graphics applications. Includes: - a comprehensive explanation of 3D mobile graphics programming; -an extensive range of code samples in both C and Java; - combines 3D and 2D mobile graphics methods; - covers recent advances in mobile computer graphics techniques and applications. An excellent reference source for advanced undergraduates/postgraduates, and mobile application and games developers. |
CUSTOMER REVIEWS (Average Customer Rating: 2.5 based on 3 reviews)
| Not worth the money  This book is really disappointing. I was looking forward reading this book since there isn't much printed material on this topic. The book is written badly, does not go into depth at all and the bad layout is a shame for a springer book. With the extremely high price for such a short book (170 pages in Springer format) I can not recommend it to anyone. Hopefully there will be something better on this topic soon. January 31, 2007 | | Not useful  This book is really, really and I mean really slim. Taking away the introduction, general considerations etc etc there really isn't much beef left. Not step-to-step and ample enough to be a real introduction and tutorial, and too basic (and still too slim) to be of any help to the already advanced programmer. The last drop is the outrageous price. I think the author would do well to write a real, useful, detailed, tutorial-like book with opengl-es code in Java and in C, the market is quite hungry for it. January 18, 2007 | | very constricted environment  The book basically teaches a standard course on how to code 3d graphics, using OpenGL as the programming language, and the ES variant. Ideally, you have already done 3d programming, but in an environment relatively unconstrained. Like a desktop computer, that has ample screen size, memory and disk.
The problem dealt with in the book is how to code graphics effectively on something like the screen of a cellphone. Much smaller than the PC's screen. Probably still in colour, these days, at least. And with a slower CPU and less memory. Unsurprisingly, coding can seem really awkward. But one virtue is that the book forces you to be far more efficient in your use of resources for the mobile device. On the desktop, things can be very slack.
Malizia has wisely given examples in both C and Java. For the cellphone, Java has a strong presence, if only because the cellphone makers see Java as a way to stay independent of Microsoft. October 13, 2006 | |
SIMILAR PRODUCTS |
| | Mobile 3D Graphics: with OpenGL ES and M3G (The Morgan Kaufmann Series in Computer Graphics) by Kari Pulli, Tomi Aarnio, Ville Miettinen, Kimmo Roimela, Jani Vaarala
| | OpenGL ES Game Development (Game Development Series) by Dave Astle, Dave Durnil
| | OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (OpenGL) by OpenGL Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
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