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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