3 D Graphics

DirectX 3D Graphics Programming Bible by Julio Sanchez

By Julio Sanchez

Microsoft DirectX 7 supplies the APIs you want to create state-of-the-art home windows 3D video games and simulations utilizing C or C++. With necessary tutorials, lots of illustrations, and at least math, this distinct advisor exhibits you the way to grasp those APIs and take your snap shots programming to the subsequent point, even if you are an animation newbie or a veteran video game developer.

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The 3D Cartesian coordinates planes are a 2D representation of a solid modeling system. In Figure 2-6 we have modeled a rectangular solid with dimensions x = 5, y = 4, z = 3. Figure 2-6: Vertex representation of a rectangular solid The table of points, on the right side of the illustration, shows the coordinates for each of the vertices of the solid figure. However, because the illustration is a 2D rendering of a 3D object, it is not possible to use a physical scale in order to determine coordinate values from the drawing.

Alternatively, the image could be defined in terms of sides and edges. There are 16 external sides which are not shared, and 32 internal sides, which are edges. Therefore, the edge-based representation could be done by defining 48 edges. The rendering system keeps track of which edges have already been drawn, avoiding duplication and the consequential processing overheads, and facilitating transparency. Polygonal mesh In 3D graphics an object can be represented as a polygon mesh. Facets are used to approximate curved surfaces; the more facets the better the approximation.

Projections and viewing systems are discussed in Chapter 4. An alternative visualization of the 3D rectangular Cartesian coordinate system is based on planes. In this case each axes pair determines a coordinate plane, named the xy-plane, the xz-plane, and the yz-plane. Like the axes, the coordinate planes are mutually perpendicular. In this manner, the z coordinate of a point p is the value of the intersection of the z-axis with a plane through p that is parallel to the yx-plane. If the planes intersect the origin, then a point in the xy-plane has zero value for the z coordinate, a point in the yz-plane has zero value for the x coordinate, and a point in the xz-plane has zero for the y coordinate.

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