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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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