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Web 3D Technologies
Web 3D: OpenGL
"Drawing in Space"
http://www.samspublishing.com/articles/article.asp?p=327989&rl=1
Sample chapter: "Drawing in Space: Geometric Primitives and Buffers," from Sams OpenGL SuperBible, 3rd Edition, June 2004, by Richard Wright and Benjamin Lipchak. Discusses setting up a 3D canvas, how to draw points, lines and shapes, setting the point size, drawing lines in 3D, building solid objects, and buffer tricks.
"Geometry Representation and Modeling"
http://www.ebooks.com/ebooks/preview.asp?IID=232120
Sample chapter: "Geometry Representation and Modeling," from Advanced Graphics Programming Using OpenGL, by Tom McReynolds and David Blythe. Discusses polygonal representation, decomposition and tessellation, shading normals and smooth shading.
"Tips and Strategies to Maximize OpenGL ES 3D..."
http://news.developer.nvidia.com/2007/01/tips_strategies.html
Video: "Tips and Strategies to Maximize OpenGL ES 3D Graphics Performance on Handheld Devices," discusses coding techniques for graphics processing on handheld devices using OpenGL ES, tips on matrix management, vertex lighting, visibility determination, and how to generate volumetric explosions. A 64-spaceship battle scene demonstrates the tips in the video.
Sams OpenGL SuperBible, 3rd Edition
http://download-ebook.org/index.php?target=desc&ebookid=2870
eBook: Sams OpenGL SuperBible, 3rd Edition, June 2004, by Richard Wright and Benjamin Lipchak. Discusses 3D graphics and OpenGL, using OpenGL, geometric primitives and buffers, geometric transformations, color, materials, lighting, imaging with OpenGL, texture mapping, curves and surfaces, interactive graphics, OpenGL on Windows, OpenGL on MacOS X, OpenGL on Linux, buffer objects, occulsion queries, depth textures and shadows, low-level shading, vertex shading, and fragment shading.
Advanced Graphics Programming Using OpenGL
http://www.ebooks.com/ebooks/book_display.asp?IID=232120
eBook: Advanced Graphics Programming Using OpenGL, February 2005, by Tom McReynolds and David Blythe. Discusses geometry representation and modeling, 3D transformations, color, shading, lighting, digital images, image manipulation, texture mapping, rasterization and fragment processing, window system and platform integration, OpenGL implementations, multiple rendering passes, antialiasing, composing, blending transparency, image processing techniques, basic transform techniques, texture mapping techniques, lighting techniques, CAD and modeling techniques, scene realism, natural detail, illustration and artistic techniques, scientific visualization, structuring applications for performance, using OpenGL extensions, 3D vectors, projection matrices, viewing transforms, modeling transforms, parallel and perpendicular vectors, reflection vector, lighting equations, and function approximations.
OpenGL® Distilled
http://www.diesel-ebooks.com/cgi-bin/item/0321467965/OpenGL%EF%BF%BD-Distilled-eBook.html
eBook: OpenGL® Distilled, February 2007, by Paul Martz. Discusses the information you will need to create 3D graphics, setting up an OpenGL environment, creating textures and shadows, drawing and rendering geometric data, controlling color and lighting, texture mapping, improving rendering performance, and preserving graphic integrity across platforms. The companion web site features the source code examples, color versions of effects described in the book and additional resources.
OpenGL Podcasts
http://www.khronos.org/podcasts/
Podcasts: A series of OpenGL podcasts from Khronos. Topics include: strategies to maximize OpenGL ES1.0 3D graphics performance on handhelds; OpenMAX DL: Media Codec Portability—APIs containing a set of audio, video and imaging functions; OpenGL ES 2.0:and Shaders go Mobile—changes made to OpenGL and what these changes mean to mobile game developers.
"Creating Real Time 3D Graphics with OpenGL"
http://www.oreillynet.com/pub/a/network/2000/06/23/magazine/opengl_intro.html
Article: "Creating Real Time 3D Graphics with OpenGL," by Chris Halsall. Discusses a history of OpenGL, what OpenGL is, immediate mode vs. retained mode design, buffers (frame, depth, stencil and accumulation), texture mapping, mipmaps, and OpenGL solutions for Linux.
OpenGL (Open Graphics Library) Wiki
http://en.wikipedia.org/wiki/Opengl
Wikipedia's OpenGL (Open Graphics Library) entry. Topics include specification, design, documentation, extensions, utility libraries, bindings, history, higher level functionality, OpenGL 2.0, OpenGL 2.1, sample renderings, and references.
Web 3D: OpenGL Books
Advanced Graphics Programming Using OpenGL, February 2005, by Tom McReynolds and David Blythe. Discusses geometry representation and modeling, 3D transformations, color, shading, lighting, digital images, image manipulation, texture mapping, rasterization and fragment processing, window system and platform integration, OpenGL implementations, multiple rendering passes, antialiasing, composing, blending transparency, image processing techniques, basic transform techniques, texture mapping techniques, lighting techniques, CAD and modeling techniques, scene realism, natural detail, illustration and artistic techniques, scientific visualization, structuring applications for performance, using OpenGL extensions, 3D vectors, projection matrices, viewing transforms, modeling transforms, parallel and perpendicular vectors, reflection vector, lighting equations, and function approximations.

Sams OpenGL SuperBible, 3rd Edition, June 2004, by Richard Wright and Benjamin Lipchak. Discusses 3D graphics and OpenGL, using OpenGL, geometric primitives and buffers, geometric transformations, color, materials, lighting, imaging with OpenGL, texture mapping, curves and surfaces, interactive graphics, OpenGL on Windows, OpenGL on MacOS X, OpenGL on Linux, buffer objects, depth textures and shadows, low-level shading, vertex shading, and fragment shading.

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Update :: December 18, 2017