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Mobile 3D Graphics with OpenGL ES and M3G
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.
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.
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Developing Virtual Reality Applications: Foundations of Effective
Design
From best-selling VR guru Bill Sherman,
this is a comprehensive compendium that examines over 50 unique and
foundational VR applications in Business, Science, Medicine, Education,
Spatial Studies, Public Safety, and Entertainment industries. Each chapter
contains one or more key applications that are explored in depth, as
well as examples of these applications in their most recent form and
the most current research being conducted. The book also cross-references
techniques between different application areas, synthesizing the data
into a coherent whole that describes overall VR trends and fundamental
best practices. Such synergy gives you a hands-on guide for developing
your own applications, and provides an enhanced, longitudinal view of
VR development.
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Networked Graphics: Building Networked Games and Virtual Environments
Design
This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.
The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.
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