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 ...

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Developing Graphics Frameworks 19 - Translation Matrices
Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces
Developing Graphics Frameworks - Updates
Developing Graphics Frameworks 21 - Local Transformations
Developing Graphics Frameworks 23 - Framework Class Structure Overview
Developing Graphics Frameworks 07 - Rendering in the Application
Developing Graphics Frameworks 12 - Creating Animated Programs
Developing Graphics Frameworks 06 - Compiling GPU Programs
Developing Graphics Frameworks 18 - Scaling and Rotation Matrices
Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh
Developing Graphics Frameworks 20 - Perspective Projection Matrices
Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles
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Developing Graphics Frameworks 19 - Translation Matrices

Developing Graphics Frameworks 19 - Translation Matrices

Learn how to represent

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ...

Developing Graphics Frameworks - Updates

Developing Graphics Frameworks - Updates

Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ...

Developing Graphics Frameworks 21 - Local Transformations

Developing Graphics Frameworks 21 - Local Transformations

Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ...

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ...

Developing Graphics Frameworks 07 - Rendering in the Application

Developing Graphics Frameworks 07 - Rendering in the Application

Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ...

Developing Graphics Frameworks 12 - Creating Animated Programs

Developing Graphics Frameworks 12 - Creating Animated Programs

Create shader programs containing uniform variables used to change the position and set the color of a geometric object.

Developing Graphics Frameworks 06 - Compiling GPU Programs

Developing Graphics Frameworks 06 - Compiling GPU Programs

Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

Developing Graphics Frameworks 18 - Scaling and Rotation Matrices

Developing Graphics Frameworks 18 - Scaling and Rotation Matrices

Learn how to represent scaling transformations in two and three dimensions. Then learn how to derive rotation matrices in two ...

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ...

Developing Graphics Frameworks 20 - Perspective Projection Matrices

Developing Graphics Frameworks 20 - Perspective Projection Matrices

Learn how to derive a perspective projection matrix: given a viewable region represented with a frustum (truncated pyramid) ...

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...

Developing Graphics Frameworks 31 - Parametric Surfaces and Planes

Developing Graphics Frameworks 31 - Parametric Surfaces and Planes

Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...