Quick Topic Notes: Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...

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Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ... Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ...

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Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ... Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...

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Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ... Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

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Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ... Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene.

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  • Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...
  • Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ...
  • Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ...
  • Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ...
  • Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...

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Developing Graphics Frameworks 21 - Local Transformations

Developing Graphics Frameworks 21 - Local Transformations

Read more details and related context about Developing Graphics Frameworks 21 - Local Transformations.

Developing Graphics Frameworks - Updates

Developing Graphics Frameworks - Updates

Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ...

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ...

Developing Graphics Frameworks 31 - Parametric Surfaces and Planes

Developing Graphics Frameworks 31 - Parametric Surfaces and Planes

Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ...

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ...

Developing Graphics Frameworks 06 - Compiling GPU Programs

Developing Graphics Frameworks 06 - Compiling GPU Programs

Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...

Developing Graphics Frameworks 22 - The Matrix Class

Developing Graphics Frameworks 22 - The Matrix Class

Read more details and related context about Developing Graphics Frameworks 22 - The Matrix Class.

Developing Graphics Frameworks 14 - Interactive Graphics Programs

Developing Graphics Frameworks 14 - Interactive Graphics Programs

Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ...

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ...