ARTEC Scanner AT3E 5.01 Driver
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ARTEC Scanner AT3E 5.01 Driver
In Chapter 1, we discuss how the computer represents color and images.
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We discuss how to describe a two-dimensional 2D world, and the objects that reside in this world. Moving objects in a 2D world involves 2D transformations.
Chapter 2 describes the principles behind transformations and how they are used within the CG world. Chapter 3 discusses how the computer saves images and the algorithms used to manipulate these images. Finally, in Chapter 4, we combine all the knowledge from the previous chapters to create our ARTEC Scanner AT3E 5.01 own version of an arcade game.
It s 3D time Section 2 will expand your horizon from the 2D world to the 3D world. The 3D world can be described very simply as an extension of the 2D world.
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In Chapter 5, we will introduce you to 3D modeling. Chapter 6 will discuss rendering: Chapter 7 is an advanced chapter for those interested in more advance concepts of CG.
We will introduce the concept of Nurbs as used in modeling surfaces. We will also introduce you to advanced shading concepts such as ray tracing. Maya is the most popular software in the CG industry and is extensively used in every aspect of production.
Learning the basics of this package will be an invaluable tool for those interested in pursuing this area further. Making Them Move Section 3 discusses the principles of animation and ARTEC Scanner AT3E 5.01 to deploy them on the computer. In Chapter 9, we discuss the basic animation techniques.
Chapter 10 discusses a mode of animation commonly deployed in games, namely, viewpoint animation. In Chapter 11, you will have the opportunity to combine the working knowledge from the previous chapters to create your own movie using Maya. Appendix B describes how to download, install the sample code that is detailed in this book.
The examples will enable you to visually see and appreciate the theory explained. Some chapters detail the workings of Maya, a popular 3D software package.
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Understanding Maya will enable you to appreciate the power of the CG concepts that we learn in the book. OpenGL is now a widely accepted industry standard and is used by many if not all professional production houses.
It is not a programming language but an API. That is, it provides a library of graphics functions for you to use within your programming environment.
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It provides all the necessary communication between your software and the graphics hardware on your system. GLUT is a utility library for cross-platform programming.
Although our code has been written for the Windows platform, GLUT makes it easier to compile the example code on other platforms ARTEC Scanner AT3E 5.01 as Linux or Mac. GLUT also eliminates the need to understand basic Windows programming so that we can focus on graphics issues only. Why are we using Maya?