Download or read book OpenVG 1 1 Quick Reference written by Khronos Group and published by Lulu.com. This book was released on 2014-09-03 with total page 6 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the quick reference to OpenVG version 1.1. OpenVGa is a royalty-free, cross-platform API that provides a low-level hardware acceleration interface for vector graphics libraries such as Flash and SVG. OpenVG is targeted primarily at handheld devices that require portable acceleration of high-quality vector graphics for compelling user interfaces and text on small screen devices - while enabling hardware acceleration to provide fluidly interactive performance at very low power levels.
Download or read book Knowledge Based Intelligent Information and Engineering Systems written by Bruno Apolloni and published by Springer. This book was released on 2007-09-12 with total page 1411 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation The three volume set LNAI 4692, LNAI 4693, and LNAI 4694, constitute the refereed proceedings of the 11th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2007, held in Vietri sul Mare, Italy, September 12-14, 2007. The 409 revised papers presented were carefully reviewed and selected from about 1203 submissions. The papers present a wealth of original research results from the field of intelligent information processing in the broadest sense; topics covered in the first volume are artificial neural networks and connectionists systems, fuzzy and neuro-fuzzy systems, evolutionary computation, machine learning and classical AI, agent systems, knowledge based and expert systems, hybrid intelligent systems, miscellaneous intelligent algorithms, intelligent vision and image processing, knowledge management and ontologies, Web intelligence, multimedia, e-learning and teaching, intelligent signal processing, control and robotics, other intelligent systems applications, papers of the experience management and engineering workshop, industrial applications of intelligent systems, as well as information engineering and applications in ubiquotous computing environments.
Download or read book A Comprehensive Guide to Enterprise Mobility written by Jithesh Sathyan and published by CRC Press. This book was released on 2016-04-19 with total page 558 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although enterprise mobility is in high demand across domains, an absence of experts who have worked on enterprise mobility has resulted in a lack of books on the subject. A Comprehensive Guide to Enterprise Mobility fills this void. It supplies authoritative guidance on all aspects of enterprise mobility-from technical aspects and applications to
Download or read book Software Technologies for Embedded and Ubiquitous Systems written by Roman Obermaisser and published by Springer. This book was released on 2007-09-17 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-proceedings of the 5th IFIP WG 10.2 International Workshop on Software Technologies for Future Embedded and Ubiquitous Systems, SEUS 2007, held in conjunction with ISORC 2007, the 10th IEEE International Symposium on Object/component/service-oriented Real-time Distributed Computing. Coverage includes ubiquitous computing frameworks, validation of embedded and ubiquitous systems, and ubiquitous computing applications.
Download or read book Internet of Things An Easy Hands on Guide written by Dr. Veeranan Jeyalakshmi and published by I K International Pvt Ltd. This book was released on 2023-09-11 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet of Things refers to the connection of real-world things around us with the internet. The reason behind this IoT technology is to provide ubiquitous computing that is monitoring and control of anything, anytime at anywhere. To build successful IoT applications we are in need of certain layer-wise communication knowledge about the technology. Starting from the OSI physical layer till application layer the book describes each layer with its necessary applications. The topics covered in this book are based on the curricula of engineering and science students who are in development as well as in research stage. Several real-time case studies are the added feature of this book for better understanding.
Download or read book Games on Symbian OS written by Fadi Chehimi and published by John Wiley & Sons. This book was released on 2008-04-15 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first part of this book discusses the mobile games industry, and includes analysis of why the mobile industry differs from other sectors of the games market, a discussion of the sales of mobile games, their types, the gamers who play them, and how the games are sold. The second part describes key aspects of writing games for Symbian smartphones using Symbian C++ and native APIs. The chapters cover the use of graphics and audio, multiplayer game design, the basics of writing a game loop using Symbian OS active objects, and general good practice. There is also a chapter covering the use of hardware APIs, such as the camera and vibra. Part Three covers porting games to Symbian OS using C or C++, and discusses the standards support that Symbian OS provides,and some of the middleware solutions available. A chapter about the N-Gage platform discusses how Nokia is pioneering the next generation of mobile games, by providing a platform SDK for professional games developers to port games rapidly and effectively. The final part of the book discusses how to create mobile games for Symbian smartphones using java ME, Doja (for Japan) or Flash Lite 2. This book will help you if you are: * a C++ developer familiar with mobile development but new to the games market * a professional games developer wishing to port your games to run on Symbian OS platforms such as S60 and UIQ * someone who is interested in creating C++, Java ME or Flash Lite games for Symbian smartphones. This book shows how to create mobile games for Symbian smartphones such as S60 3rd Edition, UIQ3 or FOMA devices. It includes contributions from a number of experts in the mobile games industry, including Nokia's N-gage team, Ideaworks3D, and ZingMagic, as well as academics leading the field of innovative mobile experiences.
Download or read book OpenGL ES 3 0 Programming Guide written by Dan Ginsburg and published by Addison-Wesley Professional. This book was released on 2014-02-28 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ® ES TM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
Download or read book Multimedia Computer Graphics and Broadcasting Part I written by Tai-hoon Kim and published by Springer. This book was released on 2011-12-03 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two volume set, CCIS 262 and 263, constitutes the refereed proceedings of the International Conference, MulGraB 2011, held as Part of the Future Generation Information Technology Conference, FGIT 2011, in conjunction with GDC 2011, Jeju Island, Korea, in December 2011. The papers presented were carefully reviewed and selected from numerous submissions and focuse on the various aspects of multimedia, computer graphics and broadcasting.
Download or read book Samsung ARTIK Reference written by Cliff Wootton and published by Apress. This book was released on 2016-11-08 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides a professional-level reference to the Samsung ARTIK API, as well as to other aspects of interest to developers such as the file systems, the operating system internals, various available interfaces, input/output, and the hardware itself. This is the perfect book for experienced programmers and developers who want to jump in and work with Samsung's new ARTIK product line to create Internet of Things devices and applications. It is also a perfect follow-up resource for new-to-the-field developers who are just getting past the beginning stages of learning the ARTIK. Samsung ARTIK Reference begins with a concise overview of the hardware and the various developer reference boards that are available. Attention then shifts to operating system internals, modes such as sleep and startup, and the various file systems and their parameters that are available for developers to adjust. Also included is a reference of API calls, guidance on input and output, documentation of serial, audio, graphic, and other interfaces. There is extensive reference to online resources with annotation and commentary guiding the learning process in many directions for further study. What You Will Learn Install the ARTIK toolkit and prepare to develop Manipulate the inner workings of the ARTIK operating system Look up and refer to details of the ARTIK API specification Perform input and output over the peripheral interface buses Build embeddable applications in support of IoT devices Embed the ARTIK modules into your own hardware products Who This Book Is For Samsung ARTIK Reference is for experienced developers wanting to understand and begin working with ARTIK. The book is especially of interest to those wishing to interact with ARTIK modules from within their own applications and web services.
Download or read book Human Computer Interaction Interaction Platforms and Techniques written by Julie A. Jacko and published by Springer. This book was released on 2007-08-23 with total page 1262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Here is the second of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers graphical user interfaces and visualization, mobile devices and mobile interaction, virtual environments and 3D interaction, ubiquitous interaction, and emerging interactive technologies.
Download or read book Learning OpenGL ES for iOS written by Erik Buck and published by Addison-Wesley. This book was released on 2012-07-31 with total page 698 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned
Download or read book Exploring Zynq Mpsoc written by Louise H Crockett and published by . This book was released on 2019-04-11 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the Zynq MPSoC (Multi-Processor System-on-Chip), an embedded device from Xilinx. The Zynq MPSoC combines a sophisticated processing system that includes ARM Cortex-A53 applications and ARM Cortex-R5 real-time processors, with FPGA programmable logic. As well as guiding the reader through the architecture of the device, design tools and methods are also covered in detail: both the conventional hardware/software co-design approach, and the newer software-defined methodology using Xilinx's SDx development environment. Featured aspects of Zynq MPSoC design include hardware and software development, multiprocessing, safety, security and platform management, and system booting. There are also special features on PYNQ, the Python-based framework for Zynq devices, and machine learning applications. This book should serve as a useful guide for those working with Zynq MPSoC, and equally as a reference for technical managers wishing to gain familiarity with the device and its associated design methodologies.
Download or read book Technologies for E Learning and Digital Entertainment written by Zhigeng Pan and published by Springer. This book was released on 2006-03-22 with total page 1420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.
Download or read book Vulkan Programming Guide written by Graham Sellers and published by Addison-Wesley Professional. This book was released on 2016-11-07 with total page 1034 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Definitive VulkanTM Developer’s Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. VulkanTM Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments. Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language. The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan’s uniqueness and its exceptional power. You’ll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders. The author especially shows how to handle tasks such as synchronization, scheduling, and memory management that are now the developer’s responsibility. VulkanTM Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems. Whether you’re upgrading from OpenGL or moving to open-standard graphics APIs for the first time, this guide will help you get the results and performance you’re looking for. Coverage includes Extensively tested code examples to demonstrate Vulkan’s capabilities and show how it differs from OpenGL Expert guidance on getting started and working with Vulkan’s new memory system Thorough discussion of queues, commands, moving data, and presentation Full explanations of the SPIR-V binary shading language and compute/graphics pipelines Detailed discussions of drawing commands, geometry and fragment processing, synchronization primitives, and reading Vulkan data into applications A complete case study application: deferred rendering using complex multi-pass architecture and multiple processing queues Appendixes presenting Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan glossary Example code can be found here: Example code can be found here: https://github.com/vulkanprogrammingguide/examples
Download or read book OpenVX Programming Guide written by Frank Brill and published by Academic Press. This book was released on 2020-05-22 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenVX is the computer vision API adopted by many high-performance processor vendors. It is quickly becoming the preferred way to write fast and power-efficient code on embedded systems. OpenVX Programming Guidebook presents definitive information on OpenVX 1.2 and 1.3, the Neural Network, and other extensions as well as the OpenVX Safety Critical standard. This book gives a high-level overview of the OpenVX standard, its design principles, and overall structure. It covers computer vision functions and the graph API, providing examples of usage for the majority of the functions. It is intended both for the first-time user of OpenVX and as a reference for experienced OpenVX developers. - Get to grips with the OpenVX standard and gain insight why various options were chosen - Start developing efficient OpenVX code instantly - Understand design principles and use them to create robust code - Develop consumer and industrial products that use computer vision to understand and interact with the real world
Download or read book OpenGL Superbible written by Graham Sellers and published by Addison-Wesley Professional. This book was released on 2015-07-20 with total page 1724 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.
Download or read book Raspberry Pi GPU Audio Video Programming written by Jan Newmarch and published by Apress. This book was released on 2016-12-19 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Delve into the Broadcom VideoCore GPU used on the Raspberry Pi and master topics such as OpenGL ES and OpenMAX. Along the way, you’ll also learn some Dispmanx, OpenVG, and GPGPU programming. The author, Jan Newmarch bumped into a need to do this kind of programming while trying to turn the RPi into a karaoke machine: with the CPU busting its gut rendering MIDI files, there was nothing left for showing images such as karaoke lyrics except for the GPU, and nothing really to tell him how to do it. Raspberry Pi GPU Audio Video Programming scratches his itch and since he had to learn a lot about RPi GPU programming, he might as well share it with you. What started as a side issue turned into a full-blown project of its own; and this stuff is hard. What You'll Learn Use Dispmanx and EGL on Raspberry Pi Work with OpenMAX and its components, state, IL Client Library, * * Buffers, and more on RPi Process images and video on RPi Handle audio on RPi Render OpenMAX to OpenGL on the RPi Play multimedia files on the RPi Use OpenVG for text processing and more Master overlays Who This Book Is For You should be comfortable with C programming and at least some concurrency and thread programming using it. This book is for experienced programmers who are new or learning about Raspberry Pi.