Graphics Reference
In-Depth Information
16
Graphics Programming in 3D
This chapter extends all concepts learned in 2D space into the third dimension.
This chapter:
• describes graphics primitive support in 3D;
• analyzes the technical details of rotation in 3D and introduces the quater-
nion rotation representation;
• presents the mathematics for forward and orientation motion in 3D space;
• demonstrates collision and mouse-click selection support for 3D hierarchi-
cal models.
After this chapter we should:
• understand generalizations of all the concepts learned in 2D space;
• understand gimbal lock and the advantages of quaternion rotation represen-
tation.
In addition, with respect to hands-on programming, we should:
• be able to build interactive applications in 3D with hierarchical models that
are capable of interacting with other objects and with the user;
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