OpenGL to OpenGL ES: Navigating Graphics Transitions
By Kameron Hussain and Frahaan Hussain
()
About this ebook
"OpenGL to OpenGL ES: Navigating Graphics Transitions" is an authoritative guide crafted for developers, programmers, and technology enthusiasts seeking to bridge the gap between OpenGL and OpenGL ES, the foundational technologies in the realm of graphics programming. This comprehensive book delves deep into the intricacies of these two powerful graphics libraries, offering a practical roadmap for transitioning from the desktop-centric OpenGL to the mobile-oriented OpenGL ES.
The book begins by introducing the fundamental concepts of OpenGL, a staple in desktop and console graphics programming. It then shifts focus to OpenGL ES, highlighting its significance in the burgeoning field of mobile and embedded systems. Readers will gain valuable insights into the architectural differences between the two, understanding how these variations influence programming practices and performance optimization.
Subsequent chapters offer detailed guidance on key topics like shader programming, 3D rendering, and cross-platform development strategies. The book places special emphasis on optimizing graphics for mobile devices, addressing unique challenges such as limited processing power and memory constraints. Techniques for efficient resource management and battery optimization are also explored.
"OpenGL to OpenGL ES: Navigating Graphics Transitions" serves not only as a technical manual but also as a strategic guide, providing real-world examples and case studies that demonstrate successful transitions. Advanced topics, including the integration of the Vulkan API for next-generation graphics programming, are also covered.
This book is an indispensable resource for anyone involved in graphics programming, game development, or mobile app creation. Its detailed yet accessible content ensures that readers emerge with a thorough understanding of both OpenGL and OpenGL ES, equipped with the skills to navigate the dynamic landscape of graphics technology successfully.
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OpenGL to OpenGL ES - Kameron Hussain
Table of Contents
Chapter 1: Introduction to Graphics Programming
Section 1.1: Overview of Computer Graphics
Evolution of Computer Graphics
Introduction to OpenGL ES
Importance of Graphics Transitions in Modern Computing
Scope of the Book
Section 1.2: Evolution of OpenGL
OpenGL 1.x: The Foundation
OpenGL 2.x: Shaders and Programmability
OpenGL 3.x and 4.x: Modernization and Optimization
OpenGL ES: Scaling to Mobile and Embedded
Section 1.3: Introduction to OpenGL ES
The Genesis of OpenGL ES
Core Differences between OpenGL and OpenGL ES
OpenGL ES Architecture
Setting Up an OpenGL ES Environment
Use Cases and Applications
Section 1.4: Need for Transition from OpenGL to OpenGL ES
Challenges in Transitioning
Opportunities with OpenGL ES
Key Considerations for a Smooth Transition
Section 1.5: Planning the Transition Strategy
Assessing Project Requirements
Version Compatibility
Feature Mapping and Adaptation
Testing and Profiling
Documentation and Knowledge Sharing
Iterative Approach
Chapter 2: The Foundations of OpenGL
Section 2.1: Core Concepts of OpenGL
Graphics as a Pipeline
OpenGL State Machine
Objects and Buffers
Shaders
Section 2.2: OpenGL Architecture
The OpenGL API
Rendering Pipeline
OpenGL State
Objects and Buffers
Section 2.3: Key Features and Capabilities
Cross-Platform Compatibility
Hardware Acceleration
Flexibility and Programmability
Extensive Rendering Options
Support for 2D and 3D Graphics
Texture Mapping
Shading Language
Section 2.4: Setting Up a Basic OpenGL Environment
Initializing OpenGL
Loading OpenGL Functions
Creating a Rendering Loop
Handling User Input
Cleaning Up
Section 2.5: Common Challenges in OpenGL
Compatibility and Versioning
Shader Compilation and Linking Errors
Performance Bottlenecks
Resource Management
Cross-Platform Development
Debugging and Troubleshooting
Chapter 3: Diving into OpenGL ES
Section 3.1: The Genesis of OpenGL ES
Meeting the Needs of Mobile and Embedded Devices
Evolution of OpenGL ES Versions
A Unified Standard for Embedded Graphics
Adapting to Embedded Hardware
Success in Mobile and Beyond
Section 3.2: Core Differences between OpenGL and OpenGL ES
Limited Feature Set
Reduced Precision
Texture Compression
Resource Management
Emphasis on Efficiency
Hardware Variability
Section 3.3: OpenGL ES Architecture
Layers of the OpenGL ES Stack
State Management
Rendering Pipeline
Buffer Objects
Section 3.4: Setting Up an OpenGL ES Environment
Initializing OpenGL ES
Loading OpenGL ES Functions
Creating a Rendering Loop
Handling User Input
Cleaning Up
Section 3.5: Use Cases and Applications
Mobile Games
Augmented Reality (AR) and Virtual Reality (VR)
Mobile Apps and User Interfaces
Scientific Visualization
Automotive Infotainment Systems
Industrial and IoT Applications
Educational Apps
Architecture and Design Visualization
Mobile Photography and Editing
Chapter 4: Understanding the Transition
Section 4.1: Need for Transition from OpenGL to OpenGL ES
Mobile and Embedded Ecosystem
GPU Architectures and Constraints
OpenGL ES as a Standard
Cross-Platform Compatibility
Mobile App Ecosystem
Enhanced User Experience
Section 4.2: Challenges in Transitioning
1. API Differences
2. Shader Porting
3. Performance Optimization
4. Resource Management
5. Platform Variability
6. User Interface Adaptation
7. Compatibility Testing
8. Power and Heat Considerations
9. Cross-Platform Development
Section 4.3: Opportunities with OpenGL ES
Wider Reach
Cross-Platform Compatibility
Performance Optimization
Improved User Experience
Market Demand
Future-Proofing
Industry Expertise
Innovation and Differentiation
Section 4.4: Key Considerations for a Smooth Transition
1. Assessment of Existing Codebase
2. Compatibility Analysis
3. Shader Adaptation
4. Resource Management
5. Platform-Specific Adaptations
6. Testing and Validation
7. Documentation and Knowledge Transfer
8. Performance Profiling and Optimization
Section 4.5: Planning the Transition Strategy
1. Define Clear Objectives
2. Create a Transition Team
3. Conduct a Codebase Assessment
4. Compatibility Matrix
5. Shader Adaptation Plan
6. Resource Management Strategy
7. Platform-Specific Adaptations
8. Testing and Validation Plan
9. Documentation and Knowledge Transfer
10. Performance Profiling and Optimization
11. Rollout and Monitoring
12. Post-Transition Support
Chapter 5: Graphics Rendering Pipeline
Section 5.1: Overview of the Graphics Rendering Pipeline
What Is a Graphics Rendering Pipeline?
Stages of the Graphics Rendering Pipeline
Parallelism and Efficiency
Section 5.2: Differences in Pipeline Structures
Desktop OpenGL Pipeline Structure
OpenGL ES Pipeline Structure
Implications for Developers
Section 5.3: Optimizing Rendering in OpenGL
1. Efficient Use of Vertex Buffer Objects (VBOs)
2. Batch Rendering
3. Level of Detail (LOD)
4. Occlusion Culling
5. GPU-Friendly Shaders
6. Texture Atlases and Texture Compression
7. Avoiding Redundant State Changes
8. Hierarchical Rendering and Spatial Partitioning
Section 5.4: Adapting to the OpenGL ES Pipeline
1. Shader Adaptation
2. Texture Handling
3. State Management
4. Platform-Specific Considerations
5. Testing and Profiling
6. Incremental Adaptation
Section 5.5: Comparative Analysis
1. Shader Languages
2. Pipeline Structure
3. Texture Formats
4. Extension Support
5. Performance Considerations
6. Compatibility and Portability
7. Ecosystem and Development Tools
Chapter 6: Shader Programming Basics
Section 6.1: Introduction to Shader Programming
1. What Are Shaders?
2. Writing Your First Shader
3. Shader Compilation and Linking
4. Debugging and Optimization
5. Advanced Shader Effects
Section 6.2: OpenGL Shaders vs OpenGL ES Shaders
1. Shader Language and Versions
2. Precision Qualifiers
3. Built-in Variables
4. Texture Functions
5. Extensions
6. Debugging and Profiling
Section 6.3: Writing Your First Shader Program
1. Setting Up a Shader Program
2. Using Shaders in Your Rendering Pipeline
3. Error Handling
Section 6.4: Debugging and Optimization Techniques
1. Debugging Shaders
2. Shader Optimization
Section 6.5: Advanced Shader Effects
1. Phong and Blinn-Phong Shading
2. Normal Mapping
3. Parallax Mapping
4. Screen Space Ambient Occlusion (SSAO)
5. Cel Shading
Chapter 7: Textures and Materials
Section 7.1: Fundamentals of Texturing
1. Texture Coordinates
2. Texture Mapping
3. Texture Filters
4. Texture Wrapping
5. Texture Units
6. Mipmapping
7. Texture Compression
8. Texture Coordinates and UV Mapping
Section 7.2: Differences in Texture Handling
1. Texture Formats
2. Texture Compression
3. Texture Filtering and Wrapping
4. Texture Units
5. Texture Loading
6. Texture Binding
7. Texture Coordinates
8. Mipmapping
9. Texture Size and Limits
Section 7.3: Implementing Textures in OpenGL and OpenGL ES
1. Loading Textures
2. Binding Textures
3. Texture Coordinates
4. Using Textures in Shaders
5. Texture Wrapping and Filtering
6. Texture Units
7. Mipmapping
Section 7.4: Advanced Texturing Techniques
1. Normal Mapping
2. Parallax Mapping
3. Environment Mapping
4. Shadow Mapping
5. Procedural Textures
6. Cube Mapping
7. Deferred Shading
Section 7.5: Materials and Lighting Effects
1. Phong Shading Model
2. Normal Mapping for Material Details
3. Displacement Mapping
4. Ambient Occlusion
5. Bloom Effect
6. Screen-Space Reflections (SSR)
7. Global Illumination
8. Subsurface Scattering (SSS)
9. Anisotropic Shading
10. Artistic Rendering Styles
Chapter 8: 3D Modeling and Transformation
Section 8.1: 3D Models in Computer Graphics
1. Representing 3D Geometry
2. Meshes and Polygons
3. Materials and Textures
4. Hierarchical Modeling
5. 3D Modeling Software
6. File Formats
Section 8.2: Model Transformation in OpenGL
1. Transformation Matrices
2. Translations
3. Rotations
4. Scaling
5. Combining Transformations
Section 8.3: Adapting 3D Modeling for OpenGL ES
1. Limited Shader Precision
2. Mobile-Friendly Meshes
3. Texture Compression
4. Picking the Right Shading Model
5. Mobile Input and Interaction
6. Performance Optimization
7. GPU Resource Management
8. Testing on Actual Devices
9. Cross-Platform Considerations
Section 8.4: Coordinate Systems and Transformations in OpenGL ES
1. Coordinate Systems
2. Model, View, and Projection Matrices
3. Transformation Order
4. Hierarchical Transformations
5. Combining Transformations
Section 8.5: Advanced Modeling Techniques
1. Hierarchical Modeling
2. Skeletal Animation
3. Blend Shapes (Morph Targets)
4. Procedural Modeling
5. Level of Detail (LOD)
6. Billboard and Impostor Rendering
7. Shader Effects
8. Physics-Based Animation
9. Environmental Effects
10. Performance Optimization
Chapter 9: Animation and Interaction
Section 9.1: Basics of Animation in Graphics
1. Keyframes and Interpolation
2. Timing and Frame Rates
3. Easing Functions
4. Skeletal Animation
5. Physics-Based Animation
6. Particle Systems
7. Motion Capture
8. Inverse Kinematics (IK)
Section 9.2: Implementing Animations in OpenGL
1. Frame-Based Animation
2. Transformations and Interpolation
3. Time-Based Animation
4. Skeletal Animation Integration
5. Shader-Based Animation
6. Animation Loops
7. Controlling Animation Speed
8. Real-Time User Interaction
9. Performance Considerations
10. Integration with Physics
Section 9.3: Transitioning Animations to OpenGL ES
1. Shading and GPU Limitations
2. Vertex Buffer Objects (VBOs)
3. Limiting Texture Sizes
4. Texture Atlases
5. Level of Detail (LOD)
6. Frame Rate Considerations
7. Multi-Threading and Asynchronous Loading
8. Power Efficiency
9. Testing on Target Devices
10. Profiling and Optimization
Section 9.4: Interactive Graphics
1. User Input Handling
2. Object Selection
3. Real-Time Object Manipulation
4. Camera Control
5. GUI and HUD Elements
6. Physics Interaction
7. Feedback and Visual Effects
8. Optimizing for Performance
Section 9.5: Real-time Rendering Challenges
1. Limited GPU Resources
2. Screen Resolution Variability
3. Power Efficiency
4. Heat Management
5. Memory Constraints
6. API and Platform Variability
7. Frame Timing and Synchronization
Chapter 10: Performance Optimization
Section 10.1: Measuring and Analyzing Performance
1. Frame Rate Monitoring
2. GPU Profiling
3. CPU Profiling
4. Memory Usage Analysis
5. Frame Timing Analysis
6. GPU Driver Analysis
7. Profiling APIs
8. Real Device Testing
9. Performance Metrics
10. Continuous Profiling
Section 10.2: Techniques for OpenGL Performance Boost
1. Batch Rendering
2. Texture Atlases
3. Level of Detail (LOD)
4. Culling
5. Shader Optimization
6. Framebuffer Objects (FBOs)
7. Instanced Rendering
8. GPU Buffer Management
9. Asynchronous Loading
10. GPU Synchronization
Section 10.3: OpenGL ES Specific Optimizations
1. Mobile GPU Features
2. Power Efficiency
3. OpenGL ES Versions
4. Shader Precision
5. Uniform Buffer Objects (UBOs)
6. Mobile-Friendly Textures
7. Multithreading
8. Texture Streaming
9. State Management
10. Vertex Buffer Objects (VBOs)
11. Occlusion Queries
12. Render-to-Texture
13. GPU Vendor-Specific Optimizations
14. Profiling on Real Devices
Section 10.4: Balancing Quality and Performance
1. Dynamic Quality Settings
2. Resolution Scaling
3. LOD (Level of Detail)
4. Texture Streaming
5. Post-Processing Effects
6. Anti-Aliasing
7. Benchmarking
8. Performance Metrics
9. User Feedback
10. Device Profiles
11. Realistic Testing
12. Continuous Optimization
Section 10.5: Case Studies of Performance Tuning
Case Study 1: Reducing Draw Calls
Case Study 2: Texture Compression
Case Study 3: Multithreading for Physics
Case Study 4: Dynamic LOD
Case Study 5: Occlusion Culling
Chapter 11: Cross-Platform Graphics
Section 11.1: Developing Cross-Platform Graphics Solutions
The Need for Cross-Platform Graphics
Platform-Specific Challenges
Unified Development Approaches
Leveraging OpenGL and OpenGL ES Together
The Future of Cross-Platform Graphics
Section 11.2: Platform-Specific Challenges
1. Hardware Differences
2. Input Methods
3. Screen Resolutions and Aspect Ratios
4. Operating System APIs
5. User Interface Guidelines
6. Performance Considerations
7. Distribution and Monetization
Section 11.3: Unified Development Approaches
1. Cross-Platform Libraries
2. Write Once, Deploy Anywhere
3. Platform-Specific Modules
4. Responsive Design
5. Continuous Integration and Testing
6. Platform-Specific Optimization
Section 11.4: Leveraging OpenGL and OpenGL ES Together
1. Identifying Platform-Specific Requirements
2. Shared Core Codebase
3. Runtime Feature Detection
4. Abstraction Layers
5. Conditional Compilation
6. Testing and Validation
7. Performance Considerations
Section 11.5: Future of Cross-Platform Graphics
1. Vulkan API
2. WebGPU
3. Ray Tracing
4. Cloud Gaming and Streaming
5. Augmented and Virtual Reality
6. Real-time Collaboration
7. Sustainability and Energy Efficiency
Chapter 12: Advanced Features in OpenGL ES
Section 12.1: Exploring Advanced OpenGL ES Features
1. Geometry Shaders
2. Multisample Anti-Aliasing (MSAA)
3. Framebuffer Objects (FBOs)
4. Compute Shaders
Section 12.2: OpenGL ES Extensions
Using OpenGL ES Extensions
Common OpenGL ES Extensions
Handling Extension Portability
Section 12.3: Mobile Graphics and OpenGL ES
Evolution of Mobile Graphics
Importance of OpenGL ES
Challenges in Mobile Graphics
The Future of Mobile Graphics
Section 12.4: Integrating with Other Technologies
1. OpenAL for Audio Integration
2. Physics Engines for Realism
3. AR and VR Technologies
4. Machine Learning and AI
5. Networking and Multiplayer Support
6. Platform-Specific Integration
7. WebGL for Web-Based Graphics
8. Sensor Data and Input Devices
Section 12.5: Case Studies: Advanced Implementations
1. Mobile Gaming with Unity and OpenGL ES
2. Medical Visualization in Healthcare
3. Architectural Visualization
4. Educational Simulations
5. Automotive Industry: Virtual Prototyping
6. Entertainment: VFX and Animation
7. Aerospace and Defense: Flight Simulators
8. Virtual Reality (VR) Experiences
Chapter 13: Tools and Resources
Section 13.1: Essential Tools for OpenGL Development
1. OpenGL ES SDKs
2. Integrated Development Environments (IDEs)
3. OpenGL Debuggers
4. Performance Profilers
5. Shader Editors
6. Asset Creation Software
7. OpenGL ES Emulators
8. Version Control Systems (VCS)
9. OpenGL ES Documentation
10. Online Communities and Forums
Section 13.2: Must-Have Tools for OpenGL ES
1. OpenGL ES Extensions Viewer
2. GLFW
3. OpenGL ES Books and Tutorials
4. Shader Development Tools
5. OpenGL ES Validation Layers
6. OpenGL ES Frameworks
7. Online Communities and Forums
8. OpenGL ES 3D Engines
9. OpenGL ES Blogs and YouTube Channels
10. OpenGL ES Specification
Section 13.3: Open-Source Resources and Communities
The Advantages of Open Source
Notable Open-Source Resources
Engaging with Open-Source Communities
Section 13.4: Debugging and Profiling Tools
1. GLSL Debugger
2. Graphics Debugging Tools
3. Frame Profilers
4. Standard Development Environments
5. Profiling OpenGL ES on Mobile Devices
6. Online Communities and Forums
7. Code Profiling
8. Logging and Tracing
Section 13.5: Continuous Learning and Updation
1. Learning Resources
2. Online Communities and Forums
3. Conferences and Workshops
4. Books and Publications
5. Experimentation and Personal Projects
6. Follow Industry Trends
7. Explore Open-Source Projects
8. Online Courses and MOOCs
9. Version Updates and Specifications
10. Networking and Collaboration
Chapter 14: Handling Data and Memory
Section 14.1: Data Management in Graphics Programming
1. Data Formats
2. Data Loading
3. Buffer Objects
4. Memory Mapping
5. Data Streaming and Resource Management
6. Best Practices
Section 14.2: Memory Management in OpenGL
1. Texture Memory Management
2. Framebuffer Memory
3. Buffer Management
4. Texture Compression
5. Resource Pools
6. Debugging and Profiling Tools
Section 14.3: Efficient Memory Use in OpenGL ES
1. Texture Compression
2. Texture Atlases
3. PVRTC Texture Compression (iOS)
4. Resource Streaming
5. Memory Pools
6. Texture Swapping
Section 14.4: Buffer Objects and Memory Mapping
1. Buffer Objects
2. Memory Mapping
3. Benefits of Buffer Objects and Memory Mapping
Section 14.5: Data Streaming and Resource Management
1. Data Streaming
2. Resource Management
3. Dynamic Resource Management
4. Error Handling and Monitoring
Section 15.1: UI Basics in Graphics Applications
Section 15.2: Designing UI with OpenGL
Section 15.3: UI Development in OpenGL ES
Section 15.4: Enhancing User Experience
Section 15.5: Case Studies of UI/UX in Graphics Apps
Section 15.1: UI Basics in Graphics Applications
UI Components
Layout and Hierarchy
UI Feedback
Consistency and Standards
Usability Principles
Accessibility
User-Centered Design
Iterative Design
Cross-Platform Considerations
Section 15.2: Designing UI with OpenGL
Custom UI Elements
Example: Creating a Custom Button
Challenges and Considerations
Section 15.3: UI Development in OpenGL ES
OpenGL ES and Mobile UI
Example: Scaling UI Elements
Challenges and Best Practices
Section 15.4: Enhancing User Experience
Responsive UI Design
Visual Feedback and Animation
Gestures and Touch Interactions
Accessibility
Performance Optimization
Section 15.5: Case Studies of UI/UX in Graphics Apps
Case Study 1: Mobile Game Interface
Case Study 2: Scientific Visualization Tool
Case Study 3: Augmented Reality (AR) Shopping App
Chapter 16: Working with 2D Graphics
Section 16.1: 2D Graphics in OpenGL and OpenGL ES
The 2D Coordinate System
Rendering 2D Primitives
Text Rendering
Blending and Transparency
Section 16.2: 2D Rendering Techniques
Sprite Rendering
Particle Systems
2D Animation
Tilemaps
GUI Elements
Effects and Shaders
Section 16.3: Transitioning 2D Graphics
Assess Your Existing 2D Graphics Stack
Choose Between OpenGL and OpenGL ES
Adapt Existing Assets
Rewriting Rendering Logic
Handling Input and Interaction
Performance Optimization
Testing and Debugging
Documentation and Knowledge Transfer
Gradual Transition
Section 16.4: 2D Animation and Effects
Key Concepts in 2D Animation
Particle Systems for Visual Effects
Shaders for Animation and Effects
Optimizing 2D Animation and Effects
Section 16.5: Integrating 2D and 3D Graphics
The Need for Integration
Techniques for Integration
Drawing Order and Overlays
Performance Considerations
Chapter 17: Best Practices in Graphics Programming
Industry Standard Practices
Code Maintenance and Documentation
Testing and Quality Assurance
Security Considerations in Graphics Programming
Keeping up with Evolving Standards
Section 17.2: Code Maintenance and Documentation
Consistent Naming Conventions
Documentation
Version Control and Issue Tracking
Section 17.3: Testing and Quality Assurance
Types of Testing
Strategies for Quality Assurance
Continuous Improvement
Section 17.4: Security Considerations in Graphics Programming
Data Validation
Shader Security
Resource Management
User Interaction
Regular Updates and Patching
Threat Modeling
Conclusion
Section 17.5: Keeping up with Evolving Standards
The Rapid Pace of Change
Benefits of Staying Informed
Strategies for Staying Informed
Conclusion
Chapter 18: Real-world Applications and Case Studies
Section 18.1: Gaming Industry
Graphics Engines
Real-time Rendering
Game Physics
GPU Optimization
VR and AR Experiences
Cross-Platform Development
Case Study: The Witcher 3: Wild Hunt
Conclusion
Section 18.2: Scientific Visualization
Data Representation
Interactive Exploration
High-Performance Computing
3D Reconstruction
Case Study: Visualizing Climate Data
Conclusion
Section 18.3: Virtual and Augmented Reality Applications
Graphics Rendering in VR
Interaction and User Interface
Training and Simulation
AR for Information Overlay
Gaming and Entertainment
Case Study: Medical Training in VR
Future Directions
Conclusion
Section 18.4: Mobile Applications and Graphics Programming
Graphics for User Engagement
Hardware Variability
Power Efficiency
Responsive Design
2D and 3D Graphics
Cross-Platform Development
Conclusion
Section 18.5: Industry-Specific Case Studies
1. Gaming Industry
2. Scientific Visualization
3. Virtual and Augmented Reality
4. Mobile Applications
5. Industry-Specific Case Studies
Chapter 19: The Future of OpenGL and OpenGL ES
Section 19.1: Emerging Trends in Graphics Programming
1. Real-Time Ray Tracing
2. Machine Learning Integration
3. Cross-Platform and Web Support
4. Enhanced Virtual and Augmented Reality
5. Performance Optimization
Section 19.2: The Road Ahead for OpenGL
1. Modernization and Efficiency
2. Compatibility with New Hardware
3. Cross-Platform and Cross-API Integration
4. Unified Shader Model
5. Advanced Rendering Techniques
6. Community and Open Source Contributions
7. Embracing Industry Standards
Section 19.3: The Evolution of OpenGL ES
1. Mobile GPU Advancements
2. API Streamlining
3. Vulkan and OpenGL ES Integration
4. Cross-Platform Development
5. Performance Optimization
6. Advanced Rendering Techniques
7. Embracing Industry Standards
Section 19.4: Future Challenges and Opportunities
1. Cross-Platform Compatibility
2. Integration with Emerging Technologies
3. Energy Efficiency
4. Security and Privacy
5. Real-time Ray Tracing
6. Community and Collaboration
7. Evolving Standards
Section 19.5: Preparing for the Next Generation of