| OUTLINE: |
Solid Modeling with Polygonal Meshes (Hill, Chapter 6)
- Normal Vectors - Face vs Vertex
- Defining the Mesh
- orientation (outside vs inside)
- Vertex list
- Face list
- Normal list
- Finding the Normal Vectors
Blending and Depth Buffer
Projections:
- orthographic
- perspective
- glFrustum (left, right, bottom, top, zNear, zFar)
- gluPerspective(fovy, aspect, zNear, zFar)
Returning to the Camera
- Using gluLookAt to position and orient the camera
- Generic position for the camera
- The UVN coordinate system:
- N = (eye - look)
- U = <up> X N
- V = N X U
- Normalize each!
The Pipeline
- The viewing matrix in the MODELVIEW mode
- converts world coordinates into camera coordinates by transforming the UVN coord system into
the generic position for the camera
- The pipeline postmultiplies the current matrix by this matrix.
Returning to the Camera yet again (OpenGL Programming Guide, Chapter 3)
- flythrough (pilot view)
- sperical viewing
- moving the camera intuitively
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