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About the author | ||
Introduction | ||
Ch. 1 | 3D basics | 1 |
Ch. 2 | Drawing points and polygons the hard way | 14 |
Ch. 3 | Drawing points and polygons the easy way with OpenGL | 39 |
Ch. 4 | OpenGL lighting and textures | 58 |
Ch. 5 | Creating low polygon characters | 78 |
Ch. 6 | Texture mapping | 97 |
Ch. 7 | Setting up a single mesh character | 124 |
Ch. 8 | Keyframe animation | 145 |
Ch. 9 | Inverse kinematics | 168 |
Ch. 10 | Importing geometry and animation from Lightwave 3D | 184 |
Ch. 11 | Importing geometry and animation from 3DS Max | 215 |
Ch. 12 | Motion capture techniques | 259 |
Ch. 13 | Collision detection | 287 |
Ch. 14 | Using morph objects | 304 |
Ch. 15 | Using subdivision surfaces | 320 |
Ch. 16 | Using multi-resolution meshes | 346 |
Ch. 17 | The scene graph | 364 |
Ch. 18 | Web 3D, compression and streaming | 386 |
App. A | Using Toon3D Creator | 405 |
App. B | MFC Document/View architecture - a short introduction | 444 |
App. C | Further information | 457 |
Index | 461 |
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