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Making the Transition to 3D Modeling
- right-handed xyz coordinate system
- how our TUGL library should handle 3D points
Spherical Coordinate System for Viewing
- camera set on the orgin looking down the negative z axis
- using glFrustum(left, right, bottom, top, near, far) for perspective projection
- using the keyboard to control
- elevation
- azimuth
- twist
- distance to near plane
Review of Vectors Hill: Chapter 4 through 4.5
- vector vs point
- vector operations
- difference between two points and how
it relates to parametric representation of a line (and to tweening)
- sum
- scalar product
- dot product
- length (magnitude)
- unit vectors
- linear combination of vectors
- affine linear combination
- convex affine linear combination
2D and
3D Transformations
Transformations of Objects Hill:
Chapter 5;
- Affine Transformations
Task: Develop general procedures for
applying translation, rotation, and scaling parameters to reposition
and resize 2D objects. Then extend to 3D.
- Matrix Multiplication
- Translation
- with respect to the origin
- with respect to an arbitrary fixed point
- Scaling
- with respect to the origin
- with respect to an arbitrary fixed point
- Rotation
- with respect to the origin
- with respect to an arbitrary fixed line
- Homogeneous Coordinates
- Composition of Transformations
- OpenGL and Affine Transformations
- the pipeline
- the Current Transformation
- the stack
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REFERENCE(S):
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Computer
Graphics Using OpenGL (Hill):
Section 4.1, 4.2, 4.3, 4.4 (p. 132 - 154)
Appendix A2.3 (pages 707-708)
Computer
Graphics Using OpenGL (Hill): Chapter 5;
GLUT Programming Interface: Chapters 11 (Object Rendering);
OpenGL Manual/v.1.2: p. 129-130
OpenGL Manual/v.1.2: Modeling
Transformations, pages 104 - 112;
GLUT Programming Interface:
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