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Index
3D Programming for Windows®: Three-Dimensional Graphics Programming for the Windows Presentation Foundation
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
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?
Transparency
Sorting Out the Classes
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
3. Axis/Angle Rotation
The Rotation Transform
Combining Rotation and Other Transforms
Introduction to Hit-Testing
Animating the Axis
4. Light and Shading
Lessons in Illumination
Vector Mathematics
DiffuseMaterial and Its Properties
SpotLight and PointLight
5. Texture and Materials
Gradient Brushes
Tile Brushes
Brushes Based on Bitmaps
Efficiency Issues
Brushes Based on Drawings
The VisualBrush
Specular and Emissive Materials
6. Algorithmic Mesh Geometries
Triangulation Basics
Parametric Equations
Analyzing the Sphere
Triangulating the Sphere
The Problem of Inheritance
Triangulation Resources
Resource Mechanics
Dependency Properties and Animation
Converting Objects to XAML
Deriving from ModelVisual3D
The Petzold.Media3D Library
The Mesh Geometry Classes
Using the Library with Visual Studio
Using the Library with XamlCruncher 2.0
Using the Library with Standalone XAML
ModelVisual3D Derivations
7. Matrix Transforms
Linear Transforms
A Review of Matrix Algebra
Matrices and Transforms
Using MatrixTransform3D
Affine Transforms and Beyond
The Two-Dimensional Analogy
Three-Dimensional Homogeneous Coordinates
Compound Transforms
Inverse Transforms
Coordinate Transforms
Composite Rotations
Camera Transforms
The View Matrix
The Projection Matrix
MatrixCamera in Use
3D Figures in 2D Units
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
9. Applications and Curiosa
Control Templates
3D Visualization of Data
Mimicking Real World Objects
Interactive Mouse Tracking
Printing in 3D
Anaglyphs
Index
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