OpenGL ES 3.0 is a royalty free, hardware-accelerated graphics rendering application programming interface for embedded systems. It is used for visualizing 2D and 3D graphics with the modern programmable graphics pipeline. "Write once, use anywhere" is truly the power behind OpenGL ES, which has made it an embedded industry standard. OpenGL ES 3.0 is a cross-platform graphics library and opens its gates to many other cutting-edge technologies, such as parallel processing libraries (OpenCL) and digital image processing (OpenCV) that works in conjunction with many other open community solutions.

The main strength of this book is that it covers development of real-time rendering graphics and visualization development using OpenGL ES 3.0 from scratch. It lets the user know how to define the framework for the OpenGL ES 3.0 application. These are some of the techniques that make this book entirely different from other books available on the market. The idea behind this book is to give you an in-depth knowledge of this new version of graphics API and use it to implement computer graphics fundamentals and advance concepts from scratch using Android and iOS as embedded platforms. This book covers a lot of ground, from basic concepts of modern 3D graphics to advanced real-time rendering techniques using OpenGL ES 3.0.

 

About the Reviewers

Tomasz Adam Dzieniak

Tomasz Adam Dzieniak has been coding since 1998 . He has mastered languages such as C++11, C#, Java, HLSL, JavaScript, and Python. In 2013, he got his bachelor's of science degree in applied informatics at the Nicolaus Copernicus University. Also, he works on a few independent projects, such as mobile games (dedicated to Android and iOS platforms) and business platforms (client-server solutions) on demand. After all the coding stuff, he reads books and goes jogging.

Brian Gatt

Brian Gatt is a software developer who holds a bachelor's degree in computer science and artificial intelligence from the University of Malta. He also holds a master's degree in computer games and entertainment from Goldsmiths, the University of London. From the time he was introduced to OpenGL ES at the university level, he developed an interest in graphics programming. He likes to keep himself updated with the latest graphics that APIs have to offer, native C++ programming, and game development techniques.

Alin Loghin

Alin Loghin is a video programmer with a passion for computer graphics and has been in the field for around 3 years now. He's also a freelancer 3D artist and has combined this modeling/texturing along with its technical side (post processing via HLSL) in the modding scene to become the lead artist for the Europa Barbarorum series. He currently works for Telenav as a senior C++ engineer, focusing on the rendering side (OpenGL ES1, ES2, and GLSL) for a navigation library, which is used by TripAdvisor, Bosch, and other mobile or automotive clients. He was mainly responsible for making the switch to ES2 from ES1, performance, and visual improvements on various platforms, such as iOS and Android. He has also worked on porting the library for the tile server project used to render hundreds of tiles per second.

Abhinav Singhal

Abhinav Singhal is a software developer who holds a master's degree in computer science from the University of Southern California. He has mainly worked in the networking domain for nearly 6 years with a focus on C and C++. Apart from his job, he reads a lot on topics pertaining to philosophy and cognitive processes to better understand how people think and react, which helps him to design software in a better way.