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Chapter 4: Viewing

Chapter 4: Viewing

Chapter 4: Viewing. Projections Parallel Projections Perspective Projections Hidden Surface Removal Z-Buffering Backface Culling. Projections Converting 3D to 2D. When 3-D objects are rendered in a 2-D environment, some form of projection is used to eliminate the “extra” dimension.

By neil
(125 views)

Crash course in Grafica 3D Dezvoltare de jocuri si OpenGL ES pe Android

Crash course in Grafica 3D Dezvoltare de jocuri si OpenGL ES pe Android

Crash course in Grafica 3D Dezvoltare de jocuri si OpenGL ES pe Android. Prezentare Droid in a Tunnel. Razvan Madalin Oita crioro@yahoo.com. Real-time rendering. Lights, camera, action! Real-time, 30/60 FPS Scena , obiecte statice / dinamice. . Geometrie. Vertex Triunghi

By yoko
(84 views)

Evening’s Goals

Evening’s Goals

Evening’s Goals. Discuss animation Introduce hidden surface removal (HSR) methods Analyze user interaction discuss what GLUT provides. Animation. Interactive graphics needs things to move Very simple double buffered window motion variable to keep track of movement way to swap buffers.

By lisle
(89 views)


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