OpenGL ES 2.0 Programming Guide by Aaftab Munshi

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OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:
Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance Inputting geometry into the graphics pipeline, and assembling geometry into primitives Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

About Aaftab Munshi

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Aaftab Munshi is the spec editor for the OpenGL ES 1.1, OpenGL ES 2.0, and OpenCL specifications and coauthor of the book OpenGL ES 2.0 Programming Guide (with Dan Ginsburg and Dave Shreiner, published by Addison-Wesley, 2008). He currently works at Apple. Benedict R. Gaster is a software architect working on programming models for next-generation heterogeneous processors, in particular looking at high-level abstractions for parallel programming on the emerging class of processors that contain both CPUs and accelerators such as GPUs. Benedict has contributed extensively to the OpenCL's design and has represented AMD at the Khronos Group open standard consortium. Benedict has a Ph.D. in computer science for his work on type systems for extensible records and variants. He has been working at AMD since 2008. Timothy G. Mattson is an old-fashioned parallel programmer, having started in the mid-eighties with the Caltech Cosmic Cube and continuing to the present. Along the way, he has worked with most classes of parallel computers (vector supercomputers, SMP, VLIW, NUMA, MPP, clusters, and many-core processors). Tim has published extensively, including the books Patterns for Parallel Programming (with Beverly Sanders and Berna Massingill, published by Addison-Wesley, 2004) and An Introduction to Concurrency in Programming Languages (with Matthew J. Sottile and Craig E. Rasmussen, published by CRC Press, 2009). Tim has a Ph.D. in chemistry for his work on molecular scattering theory. He has been working at Intel since 1993. James Fung has been developing computer vision on the GPU as it progressed from graphics to general-purpose computation. James has a Ph.D. in electrical and computer engineering from the University of Toronto and numerous IEEE and ACM publications in the areas of parallel GPU Computer Vision and Mediated Reality. He is currently a Developer Technology Engineer at NVIDIA, where he examines computer vision and image processing on graphics hardware. Dan Ginsburg currently works at Children's Hospital Boston as a Principal Software Architect in the Fetal-Neonatal Neuroimaging and Development Science Center, where he uses OpenCL for accelerating neuroimaging algorithms. Previously, he worked for Still River Systems developing GPU-accelerated image registration software for the Monarch 250 proton beam radiotherapy system. Dan was also Senior Member of Technical Staff at AMD, where he worked for over eight years in a variety of roles, including developing OpenGL drivers, creating desktop and hand-held 3D demos, and leading the development of handheld GPU developer tools. Dan holds a B.S. in computer science from Worcester Polytechnic Institute and an M.B.A. from Bentley University.
Published July 24, 2008 by Addison-Wesley Professional. 480 pages
Genres: Computers & Technology. Non-fiction

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