Using Microsoft Visual Studio and glut/freeglut in C++, Read a geometric model represented as triangle meshes and display it centered in the display window. v -1.0 -1.0 -2.0 v 1.0 -1.0 -2.0 v 1.0 1.0 -2.0 v -1.0 1.0 -2.0 v -1.0 -1.0 -4.0 v 1.0 -1.0 -4.0 v 1.0 1.0 -4.0 v -1.0 1.0 -4.0 f   1   2   3 f   3   4   1 f   6   5   7 f   5   8   7 f   2   6   3 f   7   3   6 f   1   4   5 f   4   8   5 f   4   7   8 f   4   3   7 f   5   6   1 f   6   2   1 Define a virtual camera in a 3D virtual scene, specifying its position, orientation and field of view. Render an object using points, wireframe and surface representations. Using your user interface (Preferably GUI), together with the mouse and keyboard, interactively perform the following tasks: 1. Translate the model / camera in X, Y and Z directions. 2. Rotate the model / camera around X, Y, and Z axes. 3. Rotate the model /camera according to the moving direction and distance of the mouse.

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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Using Microsoft Visual Studio and glut/freeglut in C++, Read a geometric model represented as triangle meshes and display it centered in the display window. v -1.0 -1.0 -2.0 v 1.0 -1.0 -2.0 v 1.0 1.0 -2.0 v -1.0 1.0 -2.0 v -1.0 -1.0 -4.0 v 1.0 -1.0 -4.0 v 1.0 1.0 -4.0 v -1.0 1.0 -4.0 f   1   2   3 f   3   4   1 f   6   5   7 f   5   8   7 f   2   6   3 f   7   3   6 f   1   4   5 f   4   8   5 f   4   7   8 f   4   3   7 f   5   6   1 f   6   2   1 Define a virtual camera in a 3D virtual scene, specifying its position, orientation and field of view. Render an object using points, wireframe and surface representations. Using your user interface (Preferably GUI), together with the mouse and keyboard, interactively perform the following tasks: 1. Translate the model / camera in X, Y and Z directions. 2. Rotate the model / camera around X, Y, and Z axes. 3. Rotate the model /camera according to the moving direction and distance of the mouse. 4. Zoom in and zoom out view of the model. 5. Change the field of view of the camera – both horizontal and vertical. 6. Change the values of the near and far clipping plane. 7. Rotate the model around non-major axes as intuitively as possible!
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