OVERVIEW OF 3D GRAPHICS AND 3D STUDIO MAX 3

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Tài liệu 3D Studio MAX 3.1 tutorials doc

TÀI LIỆU 3D STUDIO MAX 3.1 TUTORIALS DOC

13D Studio MAX 3.1 tutorials © 2000 Aaron F. Ross #10: Forward Kinematics The Robot Arm This assignment will introduce you to animation hierarchies and forward kinematics. I will not be giving you as explicit instructions as before, so to some extent you will have to figure out[r]

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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D GRAPHICS WITH OPENGL ES AND M3G P7 PPSX

ear operation and cannot therefore be expressed with matrices. However, the conversion50 LINEAR ALGEBRA FOR 3D GRAPHICS CHAPTER 2of homogeneous coordinates to 3D by dividing by the w componentallowsustoexpressthe division, which is a nonlinear operation in 3D

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3D Graphics with OpenGL ES and M3G- P3 pps

3D GRAPHICS WITH OPENGL ES AND M3G- P3 PPS

applications. Java is also featured on pr actically all smart phones, and both OpenGL ESand M3G are typically available for 3D content.1.2.2 DISPLAY TECHNOLOGYThe evolution of mobile phones coincides with the evolution of digital photography. Digi-tal cameras started the[r]

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3D Graphics with OpenGL ES and M3G- P4 doc

3D GRAPHICS WITH OPENGL ES AND M3G- P4 DOC

14 INTRODUCTION CHAPTER 1Figure 1.5: Uses of OpenGL ES in the Nokia N95 multimedia computer. On the left the multimedia menu and the mappingapplication of Nokia N95; on the right, a mobile game. Images Copyrightc 2007 Nokia Corporation. (See the color plate.)Today, you can get[r]

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3D Graphics with OpenGL ES and M3G- P5 pptx

3D GRAPHICS WITH OPENGL ES AND M3G- P5 PPTX

GRAPHICSThis chapter is about the coordinate systems and transformations that 3D objects undergoduring their travel through the graphics pipeline, as illustrated in Figure 2.1. Understand-ing this subset of linear algebra is crucial for figuring out what goes on inside a <[r]

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3D Graphics with OpenGL ES and M3G- P6 pot

3D GRAPHICS WITH OPENGL ES AND M3G- P6 POT

n, namely when Mconsists only of rotations, translations, and uniform scalings (these transformations areintroduced in Section 2.3.1). In such a case transforming the normals does not requireinverting and transposing M. However, if nonuniform scaling or shearing is involved,the[r]

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3D Graphics with OpenGL ES and M3G- P1 pps

3D GRAPHICS WITH OPENGL ES AND M3G- P1 PPS

Mobile 3D Graphicswith OpenGL ES and M3GThis page intentionally left blankMobile 3D Graphicswith OpenGL ES and M3GKari PulliTomi AarnioVille MiettinenKimmo RoimelaJani VaaralaAMSTERDAM•BOSTON•HEIDELBERG•LONDONNEW YORK•OXFORD•PARIS•SAN DIEGOSAN FRANCISCO•SINGAPORE•SYDNEY•

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3D Graphics with OpenGL ES and M3G- P11 potx

3D GRAPHICS WITH OPENGL ES AND M3G P11 POTX

intersecting polygons. Whereas edge antialiasing can be turned on or off per primitive,FSAA information is accumulated for the duration of the whole frame, and the samplesare filtered in the end.There are two main approaches for FSAA, supersampling and multisampling. The basicide[r]

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3D Graphics with OpenGL ES and M3G- P12 pps

3D GRAPHICS WITH OPENGL ES AND M3G- P12 PPS

can be masked. Writing into the color buffer can be turned off for each of red, green, blue,or alpha channels. The same can be done for the depth channel. For the stencil buffer, evenindividual bits may be masked before writing to the buffer.3.6 LIFE CYCLE OF A FRAMENow that we have co[r]

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3D Graphics with OpenGL ES and M3G- P13 pot

3D GRAPHICS WITH OPENGL ES AND M3G P13 POT

This page intentionally left blank4CHAPTERANIMATIONAnimation is what ultimately breathes life into 3D graphics. While still images can benice as such, most applications involve objects moving and interacting with each otherand the user, or scenes in some other way changing over[r]

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3D Graphics with OpenGL ES and M3G- P15 pptx

3D GRAPHICS WITH OPENGL ES AND M3G- P15 PPTX

Node A Node B Node C3rd2nd1stLODNode CD &lt; 10? D &gt; 100?Node A Node BFigure 5.8: Different kinds of group nodes that have been used in earlier scene graphs. M3G only supports the basic,unordered groups, but has other means to implement the OrderedGroup and Switch behaviors.[r]

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3D Graphics with OpenGL ES and M3G- P16 pot

3D GRAPHICS WITH OPENGL ES AND M3G- P16 POT

gospel. Following these rules is likely to increase overall rendering performance on mostdevices, but the task of identifying device-specific bottlenecks is always left to the applica-tion programmer. Problems in performance particular to a phone model often arise fromsystem integr ation issue[r]

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3D Graphics with OpenGL ES and M3G- P18 ppt

3D GRAPHICS WITH OPENGL ES AND M3G- P18 PPT

154 PERFORMANCE AND SCALABILITY CHAPTER 6Transferring a mobile application and associated data over the network is often both slowand expensive, and in many cases the network operators pose strict limits for the sizes ofthe applications. For these reasons it is important to ensu[r]

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3D Graphics with OpenGL ES and M3G- P21 pps

3D GRAPHICS WITH OPENGL ES AND M3G P21 PPS

It is also possible for individual vertices to have different materials. If you call glEnable(GL_COLOR_MATERIAL) the vertex color array values (set by glColorPointer)are copied into the ambient and the diffuse material components. The specular and theemissive components are not affecte[r]

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3D Graphics with OpenGL ES and M3G- P29 pot

3D GRAPHICS WITH OPENGL ES AND M3G- P29 POT

if( samp &gt; best_samples ){best_config = configs[i];best_samples = samp;}}return best_config;}else{return (EGLConfig) 0;}}PART IIIM3GThis page intentionally left blank12CHAPTERINTRODUCING M3GPractically all mobile phones sold in developed countries are equipped with Java MicroEdition (Java ME)[r]

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3D Graphics with OpenGL ES and M3G- P23 docx

3D GRAPHICS WITH OPENGL ES AND M3G P23 DOCX

line and point antialiasing than, for example, multisampling. However, for best results thelines and primitives should be sorted by depth, and drawn in a back-to-front order afterall other parts of the scene have already been drawn.Edge antialiasing complicates the triang[r]

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3D Graphics with OpenGL ES and M3G- P14 pptx

3D GRAPHICS WITH OPENGL ES AND M3G P14 PPTX

Right: A close-upof one animated joint, demonstrating vertex blending. The vertices around the joint are conceptuallytransformed with both bone transformations, resulting in the positions denoted by the thin lines andblack dots. The transformed results are then interpolated (dotted line, white dots)[r]

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3D Graphics with OpenGL ES and M3G- P24 potx

3D GRAPHICS WITH OPENGL ES AND M3G- P24 POTX

9.6.2 DITHERINGDithering is a mechanism for reducing the visual artifacts generated by quantization ofcolor values to low bit-depth displays (see Figure 3.24). For example, a 5-bit per channeldisplay shows clearly visible banding in smooth color gradients. Dithering masks thisbanding by applying noi[r]

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3D Graphics with OpenGL ES and M3G- P10 docx

3D GRAPHICS WITH OPENGL ES AND M3G- P10 DOCX

the same size (so that neither minification nor magnification is used) and the s-directionaligns with screen x and t w ith y, p oint sampling yields both faster and better results.Bilinear filtering can also be leveraged for post-processing effects. Figure 3.14 demon-strates a ligh[r]

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3D Graphics with OpenGL ES and M3G- P19 pdf

3D GRAPHICS WITH OPENGL ES AND M3G- P19 PDF

GLU and GLUT are other utility libr aries used on the desktop. Khronos has not speci-fied embedded variants for these. Instead, the libraries have been ported directly as anopen source effort.3The GLU library sits on top of OpenGL ES and contains function-ality for creatin[r]

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