Premise
1. CENNI STORICI
1.1 The Science of Representation
2 Technological Evolution
2. DESCRIPTIVE GEOMETRY
2.1 The Classic Perspective
2.2 Digital Media Perspective
3. DIGITAL SUPPORTS
3.1 Digital Display.
3.2 From natural coordinates to real coordinates
3.3 Parameter Equations
4. PROJECT AND SECTION OPERATIONS
4.1 Projection and Section
4.2 Digital Support Features
4.3 33 3D design
4.4 3D view
4.5 The XZ Plan
5. CLIPPING
5.1 The Clipping of Weiler – Atherton
6. STRUCTURE OF A CAD
6.1 Graphic entity codes
6.2 Graphical entity containers
6.3 Basic graphics and curve resolution
6.4 Spring effect in graphic entity drawing
7. The basic CAD COMMANDS
7.1 Size
7.2 Extend
7.3 Break
7.4 Offset
8. SUPERFICI
8.1 Filling a surface
8.2 Hole of a surface
9. SOLIDS
9.1 Solid with surfaces
9.2 Solid properly said or extruded
9.3 Make three-dimensional objects more readable
9.4 Deleting Hidden Faces Analytically
9.5 Painter's Algorithm
9.6 Zeta_Buffer Algorithm
9.7 Shading Algorithm
1) flat shading
2) Gouraud
3) Phong