OPENSCENEGRAPH 3.0 BEGINNERS GUIDE PDF

No part of this book may be reproduced stored in a retrieval system or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews Every effort has been made in the preparation of this book to ensure the accuracy of the information presented However the information contained in this book is sold without warranty either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals However, Packt Publishing cannot guarantee the accuracy of this information First published: December Production reference: Published by packt Publishing Ltd 32 LincoIn road olton Birmingham, B27 6PA, UK. It is written to be powerful and productive to use rather than cut down and easy to use. As a real-time graphics geek myself, I can t think anything more rewarding than immersing yourself in 3D worlds that you help create. Some familiarity with linear algebra, such like 3D vectors, quaternion numbers and matrix transformations, is helpful, too Robert Orfield Open Scene graph Project Lead About the Authors Rui Wang is a software engineer at the Chinese academy of Surveying and Mapping and the manager of osg China, the largest oSg discussion website in China.

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To purchase books, visit Amazon or your favorite retailer. Although you can use the powerful OpenSceneGraph, based on the low-level OpenGL API, to implement virtual-reality applications that simulate different environments in the 3D world, developing picture-perfect applications is easier said than done. This book has been written with the goal of helping readers become familiar with the structure and main functionalities of OpenSceneGraph OSG , and guide them to develop virtual-reality applications using this powerful 3D graphics engine.

You will learn almost all of the core elements required in a virtual reality application, including memory management, geometry creation, the structure of the scene graph, realistic rendering effects, scene navigation, animation, interaction with input devices and external user interfaces, file reading and writing, and so on. This handy book divides the core functionalities of the proved and comprehensive OpenSceneGraph OSG 3D graphics engine into different aspects, which are introduced in separate chapters.

Each chapter can be treated as an individual part that covers one important field of OSG programming, along with several examples illustrating concrete usages and solutions. But the sequence of chapters is also organized from the easy to the more difficult, to help you get to grips with OSG. By the end of the whole book, you will have gained a ready-to-use OSG development environment for yourself and have the general ability to develop OSG-based applications and extend practical functionalities for your own purposes.

Step-by-step tutorials are bolstered by explanations of the reasoning behind what you are doing. You will quickly pick up the necessary skills, tips, and tricks for creating successful 3D graphics with practical examples that help you to learn by experiment and play.

Who this book is for This book is intended for software developers who are new to OpenSceneGraph and considering using it in their applications. About Us.

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OpenSceneGraph 3.0

Although you can use the powerful OpenSceneGraph, based on the low-level OpenGL API, to implement virtual-reality applications that simulate different environments in the 3D world, developing picture-perfect applications is easier said than done. This book has been written with the goal of helping readers become familiar with the structure and main functionalities of OpenSceneGraph OSG , and guide them to develop virtual-reality applications using this powerful 3D graphics engine. You will learn almost all of the core elements required in a virtual reality application, including memory management, geometry creation, the structure of the scene graph, realistic rendering effects, scene navigation, animation, interaction with input devices and external user interfaces, file reading and writing, and so on. This handy book divides the core functionalities of the proved and comprehensive OpenSceneGraph OSG 3D graphics engine into different aspects, which are introduced in separate chapters. Each chapter can be treated as an individual part that covers one important field of OSG programming, along with several examples illustrating concrete usages and solutions. But the sequence of chapters is also organized from the easy to the more difficult, to help you get to grips with OSG. By the end of the whole book, you will have gained a ready-to-use OSG development environment for yourself and have the general ability to develop OSG-based applications and extend practical functionalities for your own purposes.

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