Path: utzoo!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!tellab5!fayne From: fayne@tellab5.TELLABS.COM (Jeffrey Fayne) Newsgroups: comp.graphics Subject: Re: 3D Animation Source Code Wanted Keywords: 3D animation C code wireframe Message-ID: <1920@tellab5.TELLABS.COM> Date: 3 Jan 90 13:39:20 GMT References: <9170@cbmvax.commodore.com> <21550@mimsy.umd.edu> <21561@mimsy.umd.edu> <21562@mimsy.umd.edu> <9182@cbmvax.commodore.com> <1990Jan2.224220.4136@ux1.cso.uiuc.edu> Reply-To: fayne@tellab5.UUCP (Jeffrey Fayne) Organization: Tellabs, Inc. Lisle IL Lines: 50 In article <1990Jan2.224220.4136@ux1.cso.uiuc.edu> mjw06513@uxa.cso.uiuc.edu (Mary J Winters) writes: > [misc deleted] > >I would very much like to learn the techniques used to produce fast 3D >animation of wireframe objects. I assume it is done using only integer >math, with optimization techniques such as multiplication/division replaced >by shifts, lookup tables for trig/transcendental functions, etc. Can anyone >point me toward a good source of information on these and similar topics? >Any information (book titles, anon. ftp sources for code, etc.) would be >greatly appreciated. > I also would like more information. I've already skimmed thru the books recommended on the weekly posting, while of great help, they are a little heavy on theory and very light on application. The biggest problem I'm having is that all the rotation texts I've seen assume that the rotations are based on the viewers viewpoint and not the objects (ie. I can rotate an object (say an airplane with the nose pointing away from the viewer) and apply rotations (yaw, roll and pitch) that look correct only from this perspective. As soon as the object is rotated (say 90 degrees with the nose pointing to the positive X axis) the rotations are incorrect for the object but still correct from the viewer's perspective(plane: pitch rotations look like rolls, roll rotations look like pitch, while from the viewer's perspective the object is still rotated the same). The question I have is should another sort of rotation sequence be applied to the object (or the viewer) or should I take the 'brute-force' approach (if yaw == 90 and roll is desired then pitch instead) ? Any pointers to info would be appreciated. Jeff to organise my thoughts, I'm going to post -- _____________________________________________________________________________ F-14 \ _ / | Jeffrey M. Fayne Tomcat \ /^ ^\ / | Tellabs, Inc. ____________\_( . )_/____________ | Lisle, IL (708)-512-7726 --*/--|_| (___) |_|--\*-- | fayne@tellab5.UUCP * O O * | Standard Disclaimer Applies _____________________________________________________________________________