Book Image

OpenGL ES 3.0 Cookbook

By : Parminder Singh
Book Image

OpenGL ES 3.0 Cookbook

By: Parminder Singh

Overview of this book

<p>"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.</p> <p>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.</p>
Table of Contents (21 chapters)
OpenGL ES 3.0 Cookbook
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


Anti-aliasing is a technique in computer graphics that improves the quality of the rendered image or video output displayed on the screen by minimizing jagged lines or the stair-step case effect. The raster screen is composed of hundreds of tiny square pixels arranged in a grid format. These pixels are sampled during the image rasterization process according to the shape of the geometry. Basically, the cause of anti-aliasing is the point sampling. These samples are represented by rectangular pixels, which are not sufficient to produce curved shapes. Edges in the image, which are round (not horizontal or vertical), are responsible for this stair-step case effect as it ends up coloring pixels like a stair arrangement. The aliasing problem is not much noticeable when an image or scene is still, but as soon as they are in motion, jagged edges are highly visible. The following image shows the rendering of an infinite detailed isosceles right triangle (A). The rasterization stage...