Publisher: O'Reilly Media Released: May 2010 Pages: 448
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL. You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app. - Learn fundamental graphics concepts, including transformation matrices, quaternions, and more
- Get set up for iPhone development with the Xcode environment
- Become familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shaders
- Use the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applications
- Build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and more
This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html. |
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Chapter 1 Quick-Start Guide -
Transitioning to Apple Technology -
A Brief History of OpenGL ES -
Choosing the Appropriate Version of OpenGL ES -
Getting Started -
HelloArrow with Fixed Function -
HelloArrow with Shaders -
Wrapping Up -
Chapter 2 Math and Metaphors -
The Assembly Line Metaphor -
Assembling Primitives from Vertices -
Associating Properties with Vertices -
The Life of a Vertex -
The Photography Metaphor -
Saving and Restoring Transforms with Matrix Stacks -
Animation -
Vector Beautification with C++ -
HelloCone with Fixed Function -
HelloCone with Shaders -
Wrapping Up -
Chapter 3 Vertices and Touch Points -
Reading the Touchscreen -
Saving Memory with Vertex Indexing -
Boosting Performance with Vertex Buffer Objects -
Creating a Wireframe Viewer -
Wrapping Up -
Chapter 4 Adding Depth and Realism -
Examining the Depth Buffer -
Creating and Using the Depth Buffer -
Filling the Wireframe with Triangles -
Surface Normals -
Lighting Up -
Shaders Demystified -
Adding Shaders to ModelViewer -
Better Wireframes Using Polygon Offset -
Loading Geometry from OBJ Files -
Wrapping Up -
Chapter 5 Textures and Image Capture -
Adding Textures to ModelViewer -
Texture Coordinates Revisited -
Fight Aliasing with Filtering -
Texture Formats and Types -
Texture Compression with PVRTC -
The PowerVR SDK and Low-Precision Textures -
Generating and Transforming OpenGL Textures with Quartz -
Dealing with Size Constraints -
Creating Textures with the Camera -
Wrapping Up -
Chapter 6 Blending and Augmented Reality -
Blending Recipe -
Wrangle Premultiplied Alpha -
Blending Caveats -
Blending Extensions and Their Uses -
Shifting Texture Color with Per-Vertex Color -
Poor Man’s Reflection with the Stencil Buffer -
Stencil Alternatives for Older iPhones -
Anti-Aliasing Tricks with Offscreen FBOs -
Rendering Anti-Aliased Lines with Textures -
Holodeck Sample -
Wrapping Up -
Chapter 7 Sprites and Text -
Text Rendering 101: Drawing an FPS Counter -
Simplify with glDrawTexOES -
Crisper Text with Distance Fields -
Animation with Sprite Sheets -
Image Composition and a Taste of Multitexturing -
Mixing OpenGL ES and UIKit -
Rendering Confetti, Fireworks, and More: Point Sprites -
Chapter Finale: SpringyStars -
Wrapping Up -
Chapter 8 Advanced Lighting and Texturing -
Texture Environments under OpenGL ES 1.1 -
Bump Mapping and DOT3 Lighting -
Reflections with Cube Maps -
Anisotropic Filtering: Textures on Steroids -
Image-Processing Example: Bloom -
Wrapping Up -
Chapter 9 Optimizing -
Instruments -
Understand the CPU/GPU Split -
Vertex Submission: Above and Beyond VBOs -
Lighting Optimizations -
Texturing Optimizations -
Culling and Clipping -
Shader Performance -
Optimizing Animation with Vertex Skinning -
Further Reading -
Appendix C++ Vector Library -
Disclaimer Regarding Performance -
Vector.hpp -
Matrix.hpp -
Quaternion.hpp -
Colophon |
- Title:
- iPhone 3D Programming
- By:
- Philip Rideout
- Publisher:
- O'Reilly Media
- Formats:
-
- Print
- Ebook
- Safari Books Online
- Print:
- May 2010
- Ebook:
- May 2010
- Pages:
- 448
- Print ISBN:
- 978-0-596-80482-4
- | ISBN 10:
- 0-596-80482-2
- Ebook ISBN:
- 978-1-4493-8830-0
- | ISBN 10:
- 1-4493-8830-2
|
-
Philip Rideout Philip Rideout has been a fanatic of real-time graphics programming for over a decade. He has held positions at several pioneering graphics companies, including Intergraph, 3Dlabs, and NVIDIA. Philip currently works at Medical Simulation Corporation in Denver, where he develops new ways to visualize the inside of the human body. View Philip Rideout's full profile page. |
Colophon The insect on the cover of iPhone 3D Programming</emphasis is a grasshopper (insects of the suborder Caelifera Grasshoppers have short antennae, wings, and large back legs that allow them to jump nearly 20 times their body length. Their legs also help produce the familiar chirping sound grasshoppers are known for when they rub against the insect's abdomen. Several species of grasshopper are categorized as locusts, due to their habit of swarming. These swarms come about when locusts are overcrowded. All grasshoppers feed on grass and other live plant matter, consuming roughly 16 times their weight each day. Most species are green or brown so they can camouflage themselves from predators, although more colorful grasshoppers can be found in tropical climates. If picked up or otherwise threatened, grasshoppers will spit out a brownish liquid known colloquially as "tobacco juice." Grasshoppers are the only kosher insects-Leviticus 11:21-22 forbids the consumption of any flying insect with legs, except for the locust. A locust swarm was also one of the biblical plagues of Egypt. |
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Colophon
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Customer Reviews
8/3/2011 5.0Great Book Very Good Design Practices By Another Guy Named Phil from Bellingham MA About Me Designer, Developer - Accurate
- Concise
- Easy to understand
- Helpful examples
- Well-written
1/8/2011 (0 of 2 customers found this review helpful) 8/21/2010 (6 of 6 customers found this review helpful) 5.0great book - with step-by-step examples By rboerdijk from kerkrade, The Netherlands - Easy to understand
- Helpful examples
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6/8/2010 (2 of 8 customers found this review helpful) - Easy to understand
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