3D graphics programming | Chapter 2

Chapter 2


3D graphics programming


3D graphics programming is a fairly complex topic, worthy of a book unto itself (and there are many), but this introduction should serve as a good roadmap for further reading and give an appreciation for what Java 3D and your OpenGL or DirectX drivers are doing behind the scenes. In this chapter, I describe some of the fundamental underlying graphics techniques that allow a computer to transform a 3D scene description into a rendered image.

I’ll explain much of the needed terminology; however, if you need more information, I recommend the online 3D graphics glossaries from Mondo Media (http://www.mondomed.com/mlabs/glossary.html), 3Dgaming.com (http://www.3dgaming.com/fps/techshop/glossary/),  and Chalmers Medialab (http://oss.medialab.chalmers.se/dictionary/). 

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