Ebook OpenGL ES 3.0 Cookbook, by Parminder Singh
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OpenGL ES 3.0 Cookbook, by Parminder Singh
Ebook OpenGL ES 3.0 Cookbook, by Parminder Singh
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Over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges
About This Book- Explore exciting new features of OpenGL ES 3.0 on textures, geometry, shaders, buffer objects, frame buffers and a lot more using GLSL 3.0
- Master intermediate and advance cutting edge rendering techniques, including procedural shading, screen space technique and shadows with scene graphs
- A practical approach to build the font engine with multilingual support and learn exciting imaging processing and post process techniques
If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your expertise level from a novice to professional. The book implements more than 90 recipes to solve everyday challenges, helping you transition from a beginner to a professional.
What You Will Learn- Learn the essentials and exciting new features of OpenGL ES 3.0
- Discover the physics behind fundaments of light and material concepts with easy-to-follow examples
- Scratch the fragments with procedural shaders and learn how they work
- Master the basics of texturing, use compressed textures, and learn numerous mapping techniques
- Manage complex scenes with scene graphs and learn post-processing and image-processing techniques
- Build your font engine with multilingual support
- Master the working of recognized anti-aliasing techniques and implement FXAA and adaptive anti-aliasing
"Write once, use anywhere" is truly the power behind OpenGL ES and has made it an embedded industry standard. The library provides cutting-edge, easy-to-use features to build a wide range of applications in the gaming, simulation, augmented-reality, image-processing, and geospatial domains.
The book starts by providing you with all the necessary OpenGL ES 3.0 setup guidelines on iOS and Android platforms. You'll go on to master the fundamentals of modern 3D graphics, such as drawing APIs, transformations, buffer objects, the model-view-project analogy, and much more. The book goes on to deal with advanced topics and offers a wide range of recipes on the light shading, real-time rendering techniques with static and procedure textures to create stunning visualizations and runtime effects.
- Sales Rank: #2500634 in Books
- Published on: 2015-05-28
- Released on: 2015-05-30
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.16" w x 7.50" l, 1.93 pounds
- Binding: Paperback
- 493 pages
About the Author
Parminder Singh
Parminder Singh is a senior 3D graphics engineer at Continental Automotive, Singapore. He also works as a part-time freelancer. In 2006, Parminder obtained his CSE degree from Punjab Technical University. He is a strong believer of design simplicity. In his opinion, this is a key factor that plays an important role in building scalable and manageable products. With this philosophy and as a passionate 3D architect, he has worked in the fields of network simulations, geomodeling, navigation, automotive, and infotainment systems. His research interests include GPU-based real-time rendering, geospatial terrain rendering, screen-spaced techniques, real-time dynamic shadows, scientific visualization, scene graphs, and anti-aliasing techniques. He is an OpenGL ES trainer and a member of the Khronos Group. Parminder loves to take up challenges related to real-time rendering. His current research and work includes futuristic implementation for next-generation graphics in the automobile domain in order to create stunning data, user interface, and visualization effects (merging 2D and 3D concepts). His hobbies include cooking, traveling, sharing knowledge, and exploring the possibilities of applied physics and mathematics. Feel free to reach Parminder at https://www.linkedin.com/in/parmindersingh18.
Most helpful customer reviews
0 of 0 people found the following review helpful.
Too sparse for novices, too light for experts
By Richard Klassen
Depends on what you're looking for but the chapters are too short to be totally useful. If you're completely new to OpenGL ES, try a book with more narrative. If you have intermediate to advanced experience then this probably won't help
1 of 1 people found the following review helpful.
A very good resource for OpenGL ES 3 and one of the better cookbooks
By Amazon Customer
A filled cookbook with lots of examples and detailed descriptions.
It starts of tackling mobile devices iOS and Android. From the canonical "Hello, World" to using Java Native Interface (JNI) on Android. Get right into shaders. Chapter 3 introduces what is new in ES3 and that is welcome for those coming in with experience. Chapter 4 is very short and it would have been nice to have a couple more recipes on working with meshes. Chapter 6 comes back to shaders and subsequent move into materials and post processing effects. A nice inclusion of font rendering. The latter chapters serve as good introductions but don't expect deep dives into particle systems and shadows. It does a good job at presenting the recipes and letting the reader explore in more detail along with pointers of where to go next which sometimes is another recipe in the book. Overall it is a wealth of information and a good reference. I was pleased with the cookbook and overall I liked it.
I personally really appreciate the inclusion of using Blender 3D and though it is not a Blender book, tutorial, or introduction, I found it useful for a beginning level Blender user like myself. The author does show good pictures walking even the new to Blender user through those sections. This may not be true in all cases and many of the example images were definitely taken using Blender, but it works, and I am glad to see it show up.
2 of 2 people found the following review helpful.
It does not compile and it looks like it was hastily written due to grammatical and syntactical ...
By scanner_darkly
The source code for this book is really poorly written and not available outside of PacktPub. It does not compile and it looks like it was hastily written due to grammatical and syntactical errors. The examples in the book are descent but not very original. The code formatting in the pdf book is pretty squished. It feels like this entire book was put together in a rush and lacks any really reviews. I really wish this book would've have just used Java or Swift instead of writing everything in C++. The overhead of Java or Swift wouldn't make a difference since this book is all about examples anyway and not performance.
If you are looking to learn OpenGL I recommend the OpenGL 4 Cookbook by David Wolff instead.
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