3D API By Clayton Azzopardi (Group 10)
Introduction <ul><li>Android uses the OpenGL ES 1.0 API  </li></ul><ul><li>Open Graphics Library for Embedded Systems </li...
Advantages <ul><li>Open Industry Graphics Standard </li></ul><ul><li>Innovative & Controlled Evolution </li></ul><ul><li>I...
Functionality (1/3) –  Geometry Processing <ul><li>Data types </li></ul><ul><li>Vertex Arrays </li></ul><ul><ul><li>Used f...
Functionality (2/3) –  Rasterization <ul><li>Converting a primitive to a 2D image on the screen </li></ul><ul><li>Anti-ali...
Functionality (3/3) –  Texture Mapping <ul><li>Applying an image data to a primitive </li></ul><ul><li>Supports only 2D te...
Examples (1/2)
Examples (2/2)
References <ul><li>http://www.khronos.org/opengles/ </li></ul><ul><li>OpenGL ES Common/Common-Lite Profile Specification V...
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group_10.ppt

  1. 1. 3D API By Clayton Azzopardi (Group 10)
  2. 2. Introduction <ul><li>Android uses the OpenGL ES 1.0 API </li></ul><ul><li>Open Graphics Library for Embedded Systems </li></ul><ul><li>Cross-language and Cross-platform </li></ul><ul><li>Low-level and lightweight API </li></ul><ul><li>Used to draw 2D and 3D graphics </li></ul>
  3. 3. Advantages <ul><li>Open Industry Graphics Standard </li></ul><ul><li>Innovative & Controlled Evolution </li></ul><ul><li>Ideal for Portable Devices </li></ul><ul><li>Based on OpenGL </li></ul><ul><li>Hardware & Software Rendering </li></ul>
  4. 4. Functionality (1/3) – Geometry Processing <ul><li>Data types </li></ul><ul><li>Vertex Arrays </li></ul><ul><ul><li>Used for drawing objects </li></ul></ul><ul><ul><li>Specify colours, normals and texture coordinates </li></ul></ul><ul><li>Primitives </li></ul><ul><ul><li>e.g. POINTS, LINES, TRIANGLE etc. </li></ul></ul><ul><li>Coordinate Transformation </li></ul><ul><ul><li>Viewport </li></ul></ul><ul><ul><li>DepthRange </li></ul></ul><ul><li>Vertex Lighting </li></ul><ul><li>ShadeModel </li></ul>
  5. 5. Functionality (2/3) – Rasterization <ul><li>Converting a primitive to a 2D image on the screen </li></ul><ul><li>Anti-aliasing </li></ul><ul><li>Polygons Face Culling </li></ul><ul><li>Polygon Offset </li></ul>
  6. 6. Functionality (3/3) – Texture Mapping <ul><li>Applying an image data to a primitive </li></ul><ul><li>Supports only 2D textures </li></ul><ul><li>Texture Clamping (edge_clamp) </li></ul><ul><li>Wrapping (wrap_repeat) </li></ul><ul><li>Compressed Texture </li></ul><ul><li>Multitexture </li></ul><ul><li>RGBA & Packed Pixel Formats </li></ul><ul><li>Filtering </li></ul>
  7. 7. Examples (1/2)
  8. 8. Examples (2/2)
  9. 9. References <ul><li>http://www.khronos.org/opengles/ </li></ul><ul><li>OpenGL ES Common/Common-Lite Profile Specification Version 1.0.02 </li></ul><ul><li>The OpenGLR Graphics System: A Specification (Version 1.3) </li></ul><ul><li>OpenGL® SUPERBIBLE Fourth Edition http://www.enfis.it/archives/14 </li></ul><ul><li>http://hcilab.uniud.it/MobiX3D/ </li></ul><ul><li>http://www.ist-ultra.org/publications/CAMTech_ULTRA_topics%2006-2006_v01-3.pdf </li></ul>
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