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3DICA v2.22b
- The Ultimate 3D Coding Tutorial (C) Ica /Hubris 1996,1997,1998
- Over 150k of pure sh...er, 3d coding power!
Table of Contents
- * A C source treating the subject included
- 0.0.1
DISCLAIMER
- 0.0.2
LIMITED WARRANTY
- 0.0.3
Seriously
- 0.0.4 3dica
careware -- what does that mean?
- 0.1.1
Ica
- 0.1.2
Chem
- 0.1.3 Hubris
Productions
- 0.1.4 Thanks
for help
- 0.1.5
Greets
- 0.1.6 Thanks
for support
- 0.2.1 Where
can I get the newest version of 3dica?
- 0.2.2 What
has happened since the last version?
- 0.2.3
Features to be added
- 1.1.1
General
- 1.1.2 Vector
equation
- 1.1.3 Vector
length *
- 1.1.4 Vector
addition
- 1.1.5 Dot
product *
- 1.1.6 Vector
projection
- 1.1.7 Cross
product *
- 1.1.8 Scalar
triple product
- 1.2.1
General
- 1.2.2 Matrix
operations
- 1.2.2.1
Addition
- 1.2.2.2
Multiplying by a scalar *
- 1.2.2.3
Multiplication *
- 1.2.2.3.1
Multiplying by a vector *
- 1.2.2.4
Transposition
2.3.1
Rotating about an arbitrary vector
- 2.4.1
Deriving the camera matrix from a vector
- 2.4.2
B-Splines
- 3.1.1 Fixed
point *
- 3.3.1 The
idea of perspective correction *
- 3.3.2
Fitting a texture onto an object *
- 3.3.3
Bilinear filtering
- 4.3.1 The
main idea
- 4.3.2
Required formulas
- 4.3.3
Hints
- 5.1.1
Z-Flat
- 5.1.2
Lambert Flat *
- 5.2.1
Z-Gouraud
- 5.2.2 "Real"
Gouraud *
- 5.3.1 Phong
Illumination *
- 5.3.2
Environment mapping *
- 5.3.3 "Real"
Phong *
- 5.4.1 Freely
moving light sources
- 5.4.2
Spotlights
- 5.4.3 Light
attenuation
- 6.2.1 3D
clipping
- 7.3.1 What
is it actually?
- 7.3.2 Local
K Mean
- 7.3.2.1 An abstract approach
- 7.3.2.2 A more technical approach
- 7.3.3 Median
Cut
- 7.3.3.1 The definition
- 7.3.3.2 The algorithm
- 7.3.3.3 Implementation hints