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OpenGL:An API for Interactive 3D Graphics

机译:OpenGL:用于交互式3D图形的API

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摘要

This is the first in an open-ended series of articles intended to explain the basics of 3D interactive programming on the Macintosh using OpenGL. This article will serve as an introduction to OpenGL, give the history of its development, discuss the details of its architecture, and talk about Apple's implementation. Finally, we will close with a program showing some of the capabilities of OpenGL, without going too deeply into the details of the code; it is primarily designed to whet your appetite for what is to come. Future articles in the series will discuss basic topics in 3D programming, including how to construct and display objects, positioning the camera, and texture mapping, just to name a few. After covering the basics, we will go on to more advanced topics such as bump-mapping, shadow volumes, and particle systems. We will begin each article with a short discussion of the mathematics of the topic, then give a basic implementation in OpenGL. If space permits, we may also show some variations on the theme. Finally, we will close with some ideas for advanced experimentation. Hopefully, through these articles, the readers can get a taste of what 3D programming is like, and hone their skills in OpenGL.
机译:这是一系列开放式文章的第一篇,旨在解释使用OpenGL在Macintosh上进行3D交互式编程的基础。本文将作为OpenGL的简介,介绍其开发历史,讨论其体系结构的详细信息,并讨论Apple的实现。最后,我们将结束一个程序,该程序显示OpenGL的某些功能,而无需过于深入地研究代码的细节。它的主要目的是激发您对即将发生的事情的胃口。该系列的后续文章将讨论3D编程的基本主题,包括如何构造和显示对象,定位摄影机以及纹理贴图等。在介绍了基础知识之后,我们将继续讨论更高级的主题,例如凹凸贴图,阴影体积和粒子系统。我们将在每篇文章的开头对主题的数学进行简短讨论,然后给出在OpenGL中的基本实现。如果空间允许,我们可能还会在主题上显示一些变化。最后,我们将结束一些高级实验的想法。希望通过这些文章,读者可以体会3D编程的本质,并磨练OpenGL的技能。

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