An Interactive 3D Graphics Class Library in Eiffel
Russell Turner, Enrico Gobbetti, Jean-Francis Balaguer, and Angelo Mangili
1993
Abstract
An object-oriented design is presented for building interactive 3D graphics applications. The design takes the form of a library of classes written in Eiffel, an object oriented language with multiple inheritance, static typing, dynamic binding, garbage collection, and assertion checking. The classes form a set of reusable components from which a variety of other interactive 3D graphics applications could easily be constructed. A discussion of the overall design goals and philosophy is given. This is followed by a summary description of the purpose and implementation of each of the component class clusters. Finally, the issues are discussed of applying object-oriented techniques to interactive 3D graphics, including encapsulation of existing software and the implementation on a Silicon Graphics Iris workstation.
Reference and download information
Russell Turner, Enrico Gobbetti, Jean-Francis Balaguer, and Angelo Mangili. An Interactive 3D Graphics Class Library in Eiffel. In Proceedings Eurographics Workshop on Object-Oriented Graphics. Eurographics Association, 1993.
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Bibtex citation record
@InProceedings{Turner:1993:IGCb, author = {Russell Turner and Enrico Gobbetti and Jean-Francis Balaguer and Angelo Mangili}, title = {An Interactive {3D} Graphics Class Library in {Eiffel}}, booktitle = {Proceedings Eurographics Workshop on Object-Oriented Graphics}, series = {Eurographics Workshop Proceedings Series}, publisher = {Eurographics Association}, address = {Conference held in Champ\'ery, Switzerland}, year = {1993}, abstract = {An object-oriented design is presented for building interactive {3D} graphics applications. The design takes the form of a library of classes written in {Eiffel}, an object oriented language with multiple inheritance, static typing, dynamic binding, garbage collection, and assertion checking. The classes form a set of reusable components from which a variety of other interactive {3D} graphics applications could easily be constructed. A discussion of the overall design goals and philosophy is given. This is followed by a summary description of the purpose and implementation of each of the component class clusters. Finally, the issues are discussed of applying object-oriented techniques to interactive {3D} graphics, including encapsulation of existing software and the implementation on a Silicon Graphics Iris workstation.}, url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Turner:1993:IGCb'}, }
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