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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/33304
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dc.contributor.advisor陳炳宇(Bing-Yu Chen)
dc.contributor.authorCheng-Han Tuen
dc.contributor.author涂正翰zh_TW
dc.date.accessioned2021-06-13T04:33:42Z-
dc.date.available2007-07-20
dc.date.copyright2006-07-20
dc.date.issued2006
dc.date.submitted2006-07-20
dc.identifier.citation[AD04] Dave Astle and Dave Durnil. OpenGL ES Game Development. Course Technology PTR. 2004.
[CGPP95] James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Computer Graphics: Principles and Practice in C. Addison-Wesley. 1995.
[CLDC00] Sun Microsystems, Inc. Connected, Limited Device Con‾guration Speci‾cation Version 1.0a. (http://jcp.org/aboutJava/communityprocess/‾nal/jsr139/index.html), 2000.
[EGL04] The Khronos Group Inc. OpenGL ES Native Platform Graphics Interface (EGL Version 1.1.02). (http://www.khronos.org/opengles/spec), 2004.
[FBM] Hugo Elias. Fast Bump Mapping. (http://freespace.virgin.net/hugo.elias/graphics/x polyb2.htm).
[FPS] Hugo Elias. Fast Phong Shading. (http://freespace.virgin.net/hugo.elias/ graphics/x polyp2.htm).
[GC03] Jack Shirazi. Java Performance Tuning. O'Reilly. 2003.
[GHJV95] Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. 1995.
[GM03] Tomas Akenine-Moller and Jacob Strom. Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones. In ACM Transactions of Graphics (Proceedings of ACM SIGGRAPH), 22(3): 801{808, 2003.
[GPGB00] Sergei Savchenko. 3D Graphics Programming. Sams. 2000. 84
[IPM05] Jacob Strom and Tomas Akenine-Moller iPACKMAN: High-Quality, Low- Complexity Texture Compression for Mobile Phones. In Graphics Hardware, 2005.
[JBO06] Sun Microsystems, Inc. Java Bindings for OpenGL ES. (http://jcp.org/aboutJava/communityprocess/pfd/jsr239/index.html), 2006.
[JGL01] Bing-Yu Chen and Tomoyuki Nishita. jGL and its Applications as a Web3D Platform. In ACM Web3D 2001 Conference Proceedings, pages 85{91, 2001.
[JGP04] Martin J. Wells. J2ME Game Programming. Course Technology PTR. 2004.
[M3G05] Nokia Corporation. Mobile 3D Graphics API Technical Speci‾cation Version 1.1. (http://www.jcp.org/aboutJava/communityprocess/‾nal/jsr184/), 2005.
[MESA93] Brian Paul et al. The Mesa 3-D graphics library. (http://www.mesa3d.org/), 1993.
[MIDP02] Sun Microsystems, Inc. Mobile Information Device Pro‾le for Java 2 Micro Edition Version 2.0. (http://jcp.org/aboutJava/communityprocess/‾nal/jsr118/index.html), 2002.
[OGL01] The Khronos Group Inc. OpenGL Speci‾cation Version 1.3. (http://www.opengl.org/documentation/specs/), 2001.
[OGL04] The Khronos Group Inc. OpenGL ES Common/Common-Lite Pro‾le Speci‾- cation Version 1.0.02. (http://www.khronos.org/opengles/spec), 2004.
[PM04] Jacob Strom and Tomas Akenine-Moller PACKMAN: Texture Compression for Mobile Phones. In technical sketch at SIGGRAPH, 2004.
[RTR02] Tomas Moller, Eric Haines, and Tomas Akenine-Moller. Real-Time Rendering. AK Peters. 2002.
[SC00] Pedro V. Sander and Xianfeng Gu and Steven J. Gortler and Hugues Hoppe
and John Snyder. Silhouette clipping. In ACM SIGGRAPH 2000 Conference Proceedings, pages 327{334, 2000.
[SWNT05] Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis. OpenGL Program-
ming Guide. Addison-Wesley. 2005. 85
[TC06] Cheng-Han Tu and Bing-Yu Chen. jGL ES - a J2ME-based 3D Library for Mobile Devices. In Proceedings of IEEE 2006 International Conference on Consumer Electronics, pages 221{222, 2006.
[VGL03] Hans-Martin Will et al. The Vincent 3-D graphics library. (http://ogl- es.sourceforge.net/), 2003.
[VRML02] Bing-Yu Chen and Tomoyuki Nishita. The Development of 3D Graphics and
VRML Libraries for Web3D Platform by Using Java. In IEICE Transactions on Information and Systems, J85-D-II(6): 1047{1054, 2002.
[WL04] Richard S Wright and Benjamin Lipchak. OpenGL SuperBible. Sams. 2004.
[ZC96] Bigos and Andrew. Avioding BuRer Clears. In Journal of Graphics Tools, 1(1):19{20, 1996.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/33304-
dc.description.abstractTo provide 3D programs for all kinds of mobile devices, the platform-dependent issue is still a big problem. In this thesis, we present a platform-independent 3D graphics library, jGL ES, which is based on J2ME and has a similar programming environment as OpenGL ES. Furthermore, several alternative pipeline for this graphics engine is also proposed and implemented in library. With jGL ES, the programmers can follow the same programming style of the framework of OpenGL ES and smoothly transfer their source codes to be cross-platform applications.en
dc.description.provenanceMade available in DSpace on 2021-06-13T04:33:42Z (GMT). No. of bitstreams: 1
ntu-95-R92725039-1.pdf: 3850554 bytes, checksum: f3383d51a7f740b0bb9ff951be4ece23 (MD5)
Previous issue date: 2006
en
dc.description.tableofcontents1 Introduction: 6
1.1 Motivation: 7
1.2 Thesis Organization: 8
2 Previous Work : 9
2.1 J2ME (Java 2 Micro Edition): 9
2.1.1 Connected, Limited Device Con‾guration 1.1 (CLDC 1.1 / JSR 139) : 10
2.1.2 Mobile Information Device Pro‾le 2.0 (MIDP 2.0 / JSR 118) :13
2.1.3 Mobile 3D Graphics 1.1 (M3G 1.1 / JSR 184) : 14
2.1.4 Java Bindings for OpenGL ES 1.0 (JSR 239) :18
2.2 OpenGL ES (OpenGL for Embedded System) :19
2.2.1 OpenGL ES Profiles and Components : 20
2.2.2 OpenGL ES Pipeline : 20
2.2.3 Why Choosing OpenGL ES : 24
2.3 jGL : 24
2.4 Vincent Library : 24
2.5 Graphics Pipeline Optimization :25
3 Architecture of jGL ES :26
3.1 Motivation of jGL ES : 26
3.2 Architecture of jGL ES : 26
3.3 Application Programming Interface of jGL ES : 28
3.4 Optimization of jGL ES : 30
3.4.1 Support floating-point data type : 30
3.4.2 Avoid deep class inheritance :32
3.4.3 Reduce the frequency of object (de-)construction : 33
3.4.4 Eliminate the redundancy of object properties : 35
4 Graphics pipeline of jGL ES :36
4.1 Geometry Processing Stage : 37
4.2 Rasterization Stage : 52
4.3 Pixel Processing Stage : 63
4.4 Comparison with Current Hardware Pipeline : 63
4.4.1 Design philosophy of algorithms for graphics hardware : 64
5 Experiment Result :66
6 Conclusions and Future Work :71
6.1 Conclusions : 71
6.2 Future Work : 72
.1 DiRerent Visibility-test Algorithms on Mobile Devices : 74
.2 Ray-casting on Mobile Devices : 75
.3 Cone-Based Visibility Test : 77
dc.language.isoen
dc.subject函式庫zh_TW
dc.subject手機zh_TW
dc.subject3D引擎zh_TW
dc.subjectj2mezh_TW
dc.subjectgraphicsen
dc.subjectengineen
dc.subjectlibraryen
dc.subject3den
dc.subjectmobile devicesen
dc.subjectj2meen
dc.titlejGL ES : 手持裝置上以J2ME為基礎之OpenGL ES三維繪圖函式庫zh_TW
dc.titlejGL ES - a J2ME-based OpenGL ES 3D Library for Mobile Devicesen
dc.typeThesis
dc.date.schoolyear94-2
dc.description.degree碩士
dc.contributor.oralexamcommittee吳家麟(Ja-Ling Wu),簡韶逸(Shao-Yi Chien)
dc.subject.keyword手機,3D引擎,j2me,函式庫,zh_TW
dc.subject.keywordmobile devices,3d,graphics,engine,library,j2me,en
dc.relation.page86
dc.rights.note有償授權
dc.date.accepted2006-07-20
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
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