کتاب طراحی موتورهای گرافیکی سهبعدی موبایل با استفاده از GLSL با فرمت AZW3 برای کتابخوان کیندل و فرمت EPUB
🎓 دوره آموزشی جامع
📚 اطلاعات دوره
عنوان دوره: دوره طراحی موتورهای گرافیکی سهبعدی موبایل با استفاده از GLSL
موضوع کلی: Mobile 3D Graphics and Engine Development
موضوع میانی: Shader Programming and Real-Time Rendering for Mobile Platforms
📋 سرفصلهای دوره
- 1. Understanding Mobile 3D Rendering Pipeline
- 2. Introduction to OpenGL ES and Mobile GPUs
- 3. Setting Up Development Environment on Android and iOS
- 4. Basics of GLSL: Shader Stages and Compilation
- 5. Writing Your First Vertex Shader
- 6. Writing Your First Fragment Shader
- 7. Passing Data Between Shaders (Attributes and Varyings)
- 8. Transformations: Model, View, and Projection Matrices
- 9. Handling Vertices and Normals for Lighting
- 10. Implementing Simple Per-Vertex Lighting
- 11. Implementing Per-Fragment Lighting Techniques
- 12. Working with Textures in GLSL
- 13. Sampling Techniques: Nearest, Linear, and Mipmapping
- 14. Integrating 2D and 3D Textures in Shaders
- 15. Using Sampler2D and SamplerCube Uniforms
- 16. Managing Uniform Blocks for Performance
- 17. Writing Custom GLSL Functions and Modularity
- 18. Debugging GLSL with Mobile Shader Compiler Logs
- 19. Optimizing Shader Code for Mobile Devices
- 20. Reducing Draw Calls and State Changes
- 21. Implementing Instanced Rendering
- 22. Using Vertex Buffer Objects (VBOs) and Index Buffers
- 23. Designing Efficient Vertex Layouts for Mobile
- 24. Handling Skinning and Skeletal Animation
- 25. Implementing GPU Skinning with GLSL
- 26. Integrating External 3D Models (glTF, OBJ)
- 27. Loading Assets with OpenGL ES and Native Code
- 28. Building a Simple Scene Graph
- 29. Managing Transformations in a Scene Hierarchy
- 30. Implementing Camera Controls for Mobile AR/VR
- 31. Practical Approaches to Shadow Mapping on Mobile
- 32. Implementing Shadow Mapping with GLSL
- 33. Optimizing Shadows for Low‑End Devices
- 34. Real‑Time Materials and Physically Based Rendering (PBR)
- 35. Implementing PBR Workflow in Mobile Shaders
- 36. Handling Ambient Occlusion on Mobile
- 37. Practical Deferred vs Forward Rendering for Mobile
- 38. Designing Mobile‑Friendly Lighting Models
- 39. Using Normal Maps and Height Maps in Shaders
- 40. Integrating Parallax Occlusion Mapping
- 41. Performance Profiling with GPU Timers and Adreno Tools
- 42. Measuring Frame Times and Battery Impact
- 43. Code Profiling and Optimization Techniques
- 44. Reducing Memory Footprint of Shaders
- 45. Implementing LOD (Level of Detail) for Models
- 46. Streaming Large Worlds on Mobile Devices
- 47. Managing GPU Memory and Texture Atlasing
- 48. Implementing Particle Systems in Mobile Games
- 49. Rendering Particles with Instancing
- 50. Creating Dynamic Terrain with Heightfield Shaders
- 51. Real‑Time Post‑Processing Effects
- 52. Implementing Bloom and Tone Mapping
- 53. Adding Motion Blur and Anti‑Aliasing
- 54. Integrating UI Shaders and Skia/VG
- 55. Building a Mobile Engine Architecture Overview
- 56. Designing Component‑Based Entity System
- 57. Integrating Physics into Mobile Engine
- 58. Working with Sensors: Accelerometer, Gyro, and Touch
- 59. Packaging and Deploying Engine on Android and iOS
- 60. Publishing Your Mobile 3D Engine: Best Practices and Store Optimization
تگها:
3d mobile graphics
glsl shader programming
glsl tutorials
mobile 3d engine
mobile ar vr rendering
mobile development
mobile game engine
mobile graphics
opengl es
performance optimization mobile
real-time rendering
shader optimization
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