Media Summary: Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ...
Developing Graphics Frameworks 19 Translation - Detailed Analysis & Overview
Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ... Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ... Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ... Create shader programs containing uniform variables used to change the position and set the color of a geometric object.
Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ... Learn how to represent scaling transformations in two and three dimensions. Then learn how to derive rotation matrices in two ... Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ... Learn how to derive a perspective projection matrix: given a viewable region represented with a frustum (truncated pyramid) ... Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ... Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...