Guide to 3-D Graphics Programming
Copyright 2002, Kevin Matz, All Rights Reserved.
This is an outline only.
No chapters have been written yet.
Table of Contents
(Proposed)
Frontmatter
Frontmatter
Unit 1
1. Introduction
2. Getting to Know Your Graphics Library
3. The "Worldvector Pipeline" Architecture
Unit 2
4. Basic Projection
5. Data Structure Architecture for Wireframe 3-D Graphics
6. Drawing Wireframe 3-D Graphics
7. Trigonometry Review
8. Rotating and Transforming 3-D Objects
Unit 3
9. Matrix Math
10. Data Structure Architecture for Polygon 3-D Graphics
11. Drawing Polygon 3-D Graphics as Wireframe Objects
12. Rotating and Transforming Polygon Objects Using Matrix Transformations
Unit 4
13. Clipping Polygon Objects
14. Filling Single Polygons
15. Filling Multiple Polygons in a Scene
16. Camera Movement Through a 3-D Worldvector Scene
17. Lighting and Shading
Unit 5 (Additional Topics)
18. Mastering Timing Issues for Smooth Animation
19. Object-Oriented Architecture for a 3-D Graphics System
20. Texture Mapping
21. Raytracing (?)
Appendices
Appendix A: Graphics Primitives
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