کتاب طراحی موتورهای گرافیکی سه‌بعدی موبایل با استفاده از GLSL با فرمت AZW3 برای کتابخوان کیندل و فرمت EPUB

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🎓 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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