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Chapter 1: 3D basics - Describing points in space. Transforming, rotating and scaling points. Connecting points to form triangles and quads to form polygons. Polygon normals and point normals. Chapter 2: Drawing points and polygons the hard way - Creating memory for a background display. Writing to the display. Blitting the display to the screen.Drawing a line with Bresenham’s algorithm. Chapter 3: Drawing points and polygons the easy way with OpenGL - Introducing the OpenGL library. Creating a double buffered window using PIXELFORMATDESCRIPTOR. Chapter 4: OpenGL lighting and textures - Using lights. Transforming normals. Drawing a shaded polygon. Drawing a textured polygon. Chapter 5: Creating low polygon characters - An introduction to low polygon modelling. The tutorial uses Lightwave 3D for the modelling. However, the ideas can easily be applied to the reader’s preferred modelling environment. Chapter 6: Texture mapping - Loading a windows bitmap. Loading a TGA file. Loading a JPEG file. Assigning the pixel data to the OpenGL texture engine. Generating texture coordinates. Displaying the result. Chapter 7: Setting up a single mesh character - Introducing the alternative approaches to the control of the movement of individual vertices in a mesh. A detailed look at one method, that of control objects with shared points. Producing a hierarchy of control objects and adjusting the pivot location. Chapter 8: Keyframe animation - Principles of keyframe animation. Using live action reference. Using Toon3D Creator to animate ‘Actions’ for your characters. Ensuring the action’s loop. Chapter 9: Inverse kinematics - The problem of anchoring parts of a character while continuing to animate the remainder. How inverse kinematics can eliminate foot slip and provide a solution for characters picking up something from the environment. Chapter 10: Importing geometry and animation from Lightwave 3D - Lightwave 3D scene files are simple text files that define how objects appear and animate in a scene. In this chapter we look in detail at the scene file and how to extract the animation data. Chapter 11: Importing geometry and animation from 3DS Max - 3DS Max has an option to export an entire scene as an ASCII text file. This chapter goes into detail showing how to use this file to rebuild the geometry it contains, use the surface data to recreate maps and the mapping coordinates to allow these to be displayed accurately. Chapter 12: Motion capture techniques - Starting with an overview of motion capture techniques, optical, magnetic and mechanical, the chapter goes on to show how it is possible with a little simple engineering and some limited electronics skill to create a motion capture set-up using simple electronics and hardware. Chapter 13: Collision detection - Collision detection at the bounding box level and the polygon level is covered in this chapter. Chapter 14: Using morph objects - To get total control over the deformation of your characters, you need to be able to model deformations using a modelling application and then blend between several different models in the runtime application. Chapter 15: Using subdivision surfaces - How to implement subdivision surfaces using modified butterfly subdivision. Chapter 16: Using multi-resolution meshes - Displaying an appropriate amount of polygons for the display. Reducing polygons using subdivision surfaces. Reducing polygons using Quadric Error Metrics. Chapter 17: The scene graph - How to store the complexity of a scene, using object, light, camera, image and surface lists. Using multiple scenes in a single project. Chapter 18: Web 3D, compression and streaming - If you intend to distribute your masterpiece on the Internet, then you will find this chapter particularly useful. Download free ebooks for c/c++: Real-time 3D Character Animation with Visual C++
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Chapter 1: 3D basics - Describing points in space. Transforming, rotating and scaling points. Connecting points to form triangles and quads to form polygons. Polygon normals and point normals.