Shading Normals using OpenGL - Graphics Programming

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27 September 3669 times

OpenGL computes surface shading by evaluating lighting equations at polygon vertices.

The most general form of the lighting equation uses both the vertex position and a vector that is normal to the object’s surface at that position; this is called the normal vector. Ideally, these normal vectors are captured or computed with the original model data, but in practice there are many models that do not include normal vectors.

Shading Normals using OpenGL - Graphics Programming - 5.0 out of 5 based on 5 votes

Model Tessellation & Visualization using C++ API in Autodesk Inventor

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18 September 7625 times

Autodesk Inventor provides powerful API interface the access the model tessellation and visualization.  This blog series attempt to explain how to use Inventor C++ API to get a triangulated geometry from Autodesk Inventor model for downward processing. Assembly document, part document and sheet bodies are covered as model  geometry for tessellation. Tessellation data is stored along with feature information and BREP structure in CAD part and assembly file.

Model Tessellation & Visualization using C++ API in Autodesk Inventor - 5.0 out of 5 based on 5 votes

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