3D Programming for Windows®
Get a focused introduction to programming 3D graphics with the Windows Presentation Foundation 3D API. Complementing his book Applications = Code + Markup, award-winning author Charles Petzold builds on XAML essentials, teaching you how to display and animate 3D graphics under the Microsoft .NET Fr...
Main Author: | |
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Format: | eBook |
Language: | Inglés |
Published: |
Sebastopol :
Microsoft Press
2010.
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Edition: | 1st edition |
Subjects: | |
See on Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626983406719 |
Table of Contents:
- Table of Contents; Introduction; The Role of WPF 3D; Your Background; System Requirements; Code Samples; Petzold.Media3D and Other Tools; Support for This Book; Questions and Comments; Author's Web Site; Special Thanks; Chapter 1. Lights! Camera! Mesh Geometries!; Three-Dimensional Coordinates; Points in Space; Introduction to Vectors; Defining the 3D Figure; Lights and Camera; The Viewport3D and Its Constituents; Variations in Code and Markup; Fields of View; Defining Flat Rectangles; Defining "Solid" Figures; Balancing Light Sources; The Orthographic Projection; Why Not Share the Vertices?
- TransparencySorting Out the Classes; Chapter 2. Transforms and Animation; Animation Without Transforms; Manipulating Collections; The Transform3D Class; The Translation Transform; Shareable Models; The Scale Transform; Combining Translation and Scaling; How to Build a Chair; Chapter 3. Axis/Angle Rotation; The Rotation Transform; Combining Rotation and Other Transforms; Introduction to Hit-Testing; Animating the Axis; Chapter 4. Light and Shading; Lessons in Illumination; Vector Mathematics; DiffuseMaterial and Its Properties; SpotLight and PointLight; Chapter 5. Texture and Materials
- Gradient BrushesTile Brushes; Specular and Emissive Materials; Chapter 6. Algorithmic Mesh Geometries; Triangulation Basics; Triangulation Resources; Deriving from ModelVisual3D; The Petzold.Media3D Library; Chapter 7. Matrix Transforms; Linear Transforms; Affine Transforms and Beyond; Camera Transforms; Chapter 8. Quaternions; The Convenience of Complex Numbers; Hamilton and Quaternions; Why Are Quaternions So Weird?; The Quaternion Structure; Quaternions and Rotation; Low-Level Quaternion Rotation; Quaternions and Rotation Matrices; SLERP and Animation; Chapter 9. Applications and Curiosa
- Control Templates3D Visualization of Data; Mimicking Real World Objects; Interactive Mouse Tracking; Printing in 3D; Anaglyphs; Index; Symbols and Numbers; A; B; C; D; E; F; G; H; I; K; L; M; N; O; P; Q; R; S; T; U; V; W; X; Y; Z