VRML-Praxis: VRML 2.0 ; virtuelle Welten dreidimensional modellieren
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | German |
Veröffentlicht: |
München [u.a.]
Pflaum
1997
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | 94 S. Ill., graph. Darst. |
ISBN: | 3790515094 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV011545886 | ||
003 | DE-604 | ||
005 | 19980114 | ||
007 | t | ||
008 | 970915s1997 gw ad|| |||| 00||| ger d | ||
016 | 7 | |a 951470116 |2 DE-101 | |
020 | |a 3790515094 |c brosch. : DM 24.80, sfr 23.00, S 181.00 |9 3-7905-1509-4 | ||
035 | |a (OCoLC)75789473 | ||
035 | |a (DE-599)BVBBV011545886 | ||
040 | |a DE-604 |b ger |e rakddb | ||
041 | 0 | |a ger | |
044 | |a gw |c DE | ||
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084 | |a ST 250 |0 (DE-625)143626: |2 rvk | ||
084 | |a DAT 370f |2 stub | ||
100 | 1 | |a Niessner, Andreas |e Verfasser |4 aut | |
245 | 1 | 0 | |a VRML-Praxis |b VRML 2.0 ; virtuelle Welten dreidimensional modellieren |c Andreas Niessner |
264 | 1 | |a München [u.a.] |b Pflaum |c 1997 | |
300 | |a 94 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 0 | 7 | |a VRML 2.0 |0 (DE-588)4436848-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a VRML |0 (DE-588)4411327-4 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a VRML 2.0 |0 (DE-588)4436848-3 |D s |
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856 | 4 | 2 | |m DNB Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=007773047&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-007773047 |
Datensatz im Suchindex
_version_ | 1807501447934246912 |
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adam_text |
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INHALTSVERZEICHNIS
1
EINFUEHRUNG
----------------------------------------------------------------
7
1.1
WAS
IST
VRML
----------------------------------------------------------------------------
7
1.2
VORAUSSETZUNGEN
-----------------------------------------------------------------------
7
1.3
RESSOURCEN
IM
INTERNET
------------------------------------------------------------
8
1.4
GESCHICHTE
---------------------------------------------------------------------------------
9
2
DAS
ERSTELLEN
EINFACHER
OBJEKTE
--------------------------------
11
2.1
GRUNDLEGENDE
SYNTAX
---------------------------------------------------------------
11
2.2
KNOTEN
------------------------------------------------------------------------------------
11
2.3
EINFACHE
SHAPES
-----------------------------------------------------------------------
13
2.4
BESCHRIFTUNGEN
----------------------------------------------------------------------
16
2.5
DER
GROUPING-KNOTEN
---------------------------------------------------------------
17
2.6
INLINE-UND
ANCHOR-KNOTEN
--------------------------------------------------------
19
2.7
TRANSFORMATIONS
----------------------------------------------------------------------
20
3
DAS
ERSTELLEN
KOMPLEXER
MODELLE
------------------------------25
3.1
KOORDINATEN
----------------------------------------------------------------------------
25
3.2
PUNKTE
UND
LINIEN
--------------------------------------------------------------------
26
3.3
INDEXEDFACESET-KNOTEN
------------------------------------------------------------
27
3.4
EXTRUSION-KNOTEN
---------------------------------------------------------------------
28
3.5
ELEVATIONGRID-KNOTEN
---------------------------------------------------------------
30
4
OBERFLAECHENEIGENSCHAFTEN
----------------------------------------
33
4.1
MATERIAL-KNOTEN
----------------------------------------------------------------------
33
4.2
COLOR-KNOTEN
---------------------------------------------------------------------------
34
4.3
NORMALENVEKTOREN
-------------------------------------------------------------------
35
4.4
TEXTUREN
---------------------------------------------------------------------------------
38
5
AUFBAU
EINER
WELT
----------------------------------------------------43
5.1
BETRACHTUNGSPUNKTE
UND
VIEWER
----------------------------------------------
43
5.2
DEFINIEREN
DER
LICHTQUELLEN
------------------------------------------------------
44
5.3
EINBINDEN
VON
AUDIO
---------------------------------------------------------------
48
5.4
ERSTELLEN
EINES
HINTERGRUNDES
----------------------------------------------------
49
5.5
LEVEL
OF
DETAIL
--------------------------------------------------------------------------
51
6
EINFUEHRUNG
IN
ANIMATION
-----------------------------------------
55
6.1
EREIGNISSE
UND
ROUTES
--------------------------------------------------------------
55
6.2
SENSOREN
--------------------------------------------------------------------------------
56
6.3
TIMER
-------------------------------------------------------------------------------------
58
6.4
INTERPOLATOR-KNOTEN
------------------------------------------------------------------
59
6.5
DAS
ERSTELLEN
EIGENER
KNOTEN
----------------------------------------------------
62
7
DIE
ZUKUNFT
VON
VRML
----------------------------------------------65
_
_
_
-
.
-
-
_
A
ANHANG
-------------------------------------------------------------------67
A.1
FARBBILDER
--------------------------------------------------------------------------------
67
A.2
FELDTYPEN-REFERENZ
------------------------------------------------------------------
72
A.3
KNOTEN-REFERENZ
----------------------------------------------------------------------
74
A.4
GLOSSAR
-----------------------------------------------------------------------------------
84
A.5
ABBILDUNGSVERZEICHNIS
-------------------------------------------------------------
86
A.6
LITERATURVERZEICHNIS
------------------------------------------------------------------
87
A.7
DANKSAGUNG
----------------------------------------------------------------------------
88
S
STICHWORTVERZEICHNIS
-----------------------------------------------
91 |
any_adam_object | 1 |
author | Niessner, Andreas |
author_facet | Niessner, Andreas |
author_role | aut |
author_sort | Niessner, Andreas |
author_variant | a n an |
building | Verbundindex |
bvnumber | BV011545886 |
classification_rvk | ST 250 |
classification_tum | DAT 370f |
ctrlnum | (OCoLC)75789473 (DE-599)BVBBV011545886 |
discipline | Informatik |
format | Book |
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id | DE-604.BV011545886 |
illustrated | Illustrated |
indexdate | 2024-08-16T00:21:47Z |
institution | BVB |
isbn | 3790515094 |
language | German |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-007773047 |
oclc_num | 75789473 |
open_access_boolean | |
owner | DE-210 DE-91 DE-BY-TUM DE-12 DE-706 |
owner_facet | DE-210 DE-91 DE-BY-TUM DE-12 DE-706 |
physical | 94 S. Ill., graph. Darst. |
publishDate | 1997 |
publishDateSearch | 1997 |
publishDateSort | 1997 |
publisher | Pflaum |
record_format | marc |
spelling | Niessner, Andreas Verfasser aut VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren Andreas Niessner München [u.a.] Pflaum 1997 94 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier VRML 2.0 (DE-588)4436848-3 gnd rswk-swf VRML (DE-588)4411327-4 gnd rswk-swf VRML 2.0 (DE-588)4436848-3 s DE-604 VRML (DE-588)4411327-4 s DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=007773047&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Niessner, Andreas VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren VRML 2.0 (DE-588)4436848-3 gnd VRML (DE-588)4411327-4 gnd |
subject_GND | (DE-588)4436848-3 (DE-588)4411327-4 |
title | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren |
title_auth | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren |
title_exact_search | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren |
title_full | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren Andreas Niessner |
title_fullStr | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren Andreas Niessner |
title_full_unstemmed | VRML-Praxis VRML 2.0 ; virtuelle Welten dreidimensional modellieren Andreas Niessner |
title_short | VRML-Praxis |
title_sort | vrml praxis vrml 2 0 virtuelle welten dreidimensional modellieren |
title_sub | VRML 2.0 ; virtuelle Welten dreidimensional modellieren |
topic | VRML 2.0 (DE-588)4436848-3 gnd VRML (DE-588)4411327-4 gnd |
topic_facet | VRML 2.0 VRML |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=007773047&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT niessnerandreas vrmlpraxisvrml20virtuelleweltendreidimensionalmodellieren |