Graphics Reference
In-Depth Information
15
Working with the Camera
This chapter discusses one implementation of the abstract computer graphics cam-
era presented in the previous chapter. This chapter:
• presents the UWBGL implementation of a simple computer graphics camera;
• explains how to build applications that include multiple cameras;
• describes and experiments with approaches to interactively manipulate the
camera with the mouse;
• derives the 2D device coordinate to 3D world coordinate transform.
After this chapter we should:
• understand the basics of implementing a computer graphics camera;
• understand the essentials of interactive manipulation of a camera.
In addition, with respect to hands-on programming, we should:
• be able to develop programs with multiple cameras;
• be able to program the manipulation of the camera either interactively by
the user or algorithmically by our application;
• be able to support mouse-click selection of 3D objects.
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