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.