LEADER 05203nam 2200745 a 450 001 9910460282803321 005 20200520144314.0 010 $a1-282-94775-3 010 $a9786612947759 010 $a1-84951-283-3 035 $a(CKB)2670000000067022 035 $a(EBL)951142 035 $a(OCoLC)797915916 035 $a(SSID)ssj0000471851 035 $a(PQKBManifestationID)11338069 035 $a(PQKBTitleCode)TC0000471851 035 $a(PQKBWorkID)10428389 035 $a(PQKB)10440197 035 $a(MiAaPQ)EBC951142 035 $a(CaSebORM)9781849512824 035 $a(PPN)228000408 035 $a(Au-PeEL)EBL951142 035 $a(CaPaEBR)ebr10439350 035 $a(CaONFJC)MIL294775 035 $a(EXLCZ)992670000000067022 100 $a20110125d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aOpenSceneGraph 3.0$b[electronic resource] $ebeginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines /$fRui Wang, Xuelei Qian 205 $a1st edition 210 $aBirmingham, U.K. $cPackt Open Source$d2010 215 $a1 online resource (412 p.) 300 $aIncludes index. 311 $a1-84951-282-5 327 $aCover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard 327 $aTime for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node 327 $aTime for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects 327 $aStoring array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes 327 $aTime for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures 327 $aTime for action - analyzing the Cessna structure 330 $aCreate high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines. 606 $aApplication program interfaces (Computer software) 606 $aVirtual reality$xComputer programs 606 $aThree-dimensional display systems 606 $aComputer graphics 608 $aElectronic books. 615 0$aApplication program interfaces (Computer software) 615 0$aVirtual reality$xComputer programs. 615 0$aThree-dimensional display systems. 615 0$aComputer graphics. 676 $a005.3 676 $a006.6 676 $a006.6869 700 $aWang$b Rui$0901518 701 $aQian$b Xuelei$0901519 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910460282803321 996 $aOpenSceneGraph 3.0$92014936 997 $aUNINA LEADER 01277nam a2200337 i 4500 001 991001877639707536 008 061006s2004 maua b 000 0 eng d 020 $a1571461159 035 $ab13441449-39ule_inst 040 $aDip.to Matematica$beng 082 0 $a516.36 084 $aAMS 58-06 084 $aAMS 53-06 084 $aLC QA641.S877 245 00$aSurveys in differential geometry :$beigenvalues of Laplacians and other geometric operators /$cedited by Alexander Grigor'yan, Shing Tung Yau 246 30$aEigenvalues of Laplacians and other geometric operators 260 $aSomerville, MA :$bInternational Press,$cc2004 300 $a467 p. :$bill. ;$c25 cm 440 0$aSurveys in differential geometry ;$v9 504 $aIncludes bibliographical references 650 0$aGeometry, Differential 650 0$aLaplacian operator 650 0$aEigenvalues 700 1 $aGrigoryan, Alexander 700 1 $aYau, Shing-Tung 907 $a.b13441449$b22-12-09$c06-10-06 912 $a991001877639707536 945 $aLE013 53-XX GRI11 (2004)$g1$i2013000211169$lle013$og$pE65.00$q-$rl$s- $t0$u0$v0$w0$x0$y.i15052199$z22-12-09 996 $aSurveys in differential geometry$9378237 997 $aUNISALENTO 998 $ale013$b06-10-06$cm$da $e-$feng$gmau$h0$i0