Qt Quick 3D: Building Real-World 3D Applications

Four real applications, typed lesson by lesson, in Qt 6.10

About this course

Build a building floor viewer, a car's instrument cluster, an industrial plant HMI and a warehouse digital twin by typing them, lesson by lesson, until each one runs on your own machine. Every listing, figure and exercise answer comes from code that was built and run. For developers who already know QML, C++ and CMake, on Linux, Windows and macOS.

Curriculum

1 Chapter 0: Getting ready 5 lessons
  1. 01 What you will build ReadingFree preview
  2. 02 Installing Qt 6.10 Reading Locked
  3. 03 Your first build Reading Locked
  4. 04 The QML you need Reading Locked
  5. 05 The C++ you need Reading Locked
2 Chapter 1: Qt Quick 3D foundations 10 lessons
  1. 01 Your first 3D scene ReadingFree preview
  2. 02 When nothing renders ReadingFree preview
  3. 03 Scenes, views and node trees Reading Locked
  4. 04 Coordinate system and transforms Reading Locked
  5. 05 Built-in primitives Reading Locked
  6. 06 Cameras Reading Locked
  7. 07 Lighting fundamentals Reading Locked
  8. 08 Shadows Reading Locked
  9. 09 PrincipledMaterial Reading Locked
  10. 10 IBL and skyboxes Reading Locked
3 Chapter 2: Scene composition 10 lessons
  1. 01 Project setup Reading Locked
  2. 02 The building shell Reading Locked
  3. 03 A room from primitives Reading Locked
  4. 04 Reusable components Reading Locked
  5. 05 Equipment components Reading Locked
  6. 06 The zone model Reading Locked
  7. 07 Updating without rebuilding Reading Locked
  8. 08 One floor at a time Reading Locked
  9. 09 Repeater3D and Loader3D Reading Locked
  10. 10 Organising a growing scene Reading Locked
4 Chapter 3: Cameras and lighting 6 lessons
  1. 01 Orbit camera controller Reading Locked
  2. 02 Constraining the orbit Reading Locked
  3. 03 Animated camera transitions Reading Locked
  4. 04 Multi-light setup Reading Locked
  5. 05 Which lights cast shadows Reading Locked
  6. 06 IBL with HDR environment maps Reading Locked
5 Chapter 4: Materials and visual feedback 7 lessons
  1. 01 Materials for architecture Reading Locked
  2. 02 Temperature to colour Reading Locked
  3. 03 Occupancy and status Reading Locked
  4. 04 Behavior animations Reading Locked
  5. 05 Transparent surfaces Reading Locked
  6. 06 Emissive materials Reading Locked
  7. 07 Tuning the look Reading Locked
6 Chapter 5: Interaction and overlays 7 lessons
  1. 01 Object picking Reading Locked
  2. 02 Selection highlighting Reading Locked
  3. 03 Panels over the viewport Reading Locked
  4. 04 The zone info panel Reading Locked
  5. 05 Screen-space tracking Reading Locked
  6. 06 The REST client Reading Locked
  7. 07 Live data end to end Reading Locked
7 Chapter 6: Interlude, making it fast 3 lessons
  1. 01 Seeing the frame Reading Locked
  2. 02 Counting draw calls Reading Locked
  3. 03 A performance budget Reading Locked
8 Chapter 7: Multi-viewport rendering 5 lessons
  1. 01 Three viewports, one window Reading Locked
  2. 02 Per-viewport environments Reading Locked
  3. 03 Render-to-texture Reading Locked
  4. 04 Environment crossfade Reading Locked
  5. 05 The cost of a viewport Reading Locked
9 Chapter 8: Procedural gauges 6 lessons
  1. 01 The dial Reading Locked
  2. 02 Tick marks Reading Locked
  3. 03 The needle Reading Locked
  4. 04 Making it feel mechanical Reading Locked
  5. 05 A reusable gauge Reading Locked
  6. 06 Digital readouts Reading Locked
10 Chapter 9: Models and the asset pipeline 4 lessons
  1. 01 Importing a model Reading Locked
  2. 02 Materials on imported meshes Reading Locked
  3. 03 When an import looks wrong Reading Locked
  4. 04 Preparing assets yourself Reading Locked
11 Chapter 10: Custom shaders 6 lessons
  1. 01 When PrincipledMaterial is not enough Reading Locked
  2. 02 Your first fragment shader Reading Locked
  3. 03 Metallic paint Reading Locked
  4. 04 Uniforms from QML Reading Locked
  5. 05 When a shader will not compile Reading Locked
  6. 06 Drive mode transitions Reading Locked
12 Chapter 11: Post-processing and effects 6 lessons
  1. 01 ExtendedSceneEnvironment Reading Locked
  2. 02 Ambient occlusion and vignette Reading Locked
  3. 03 Effect chains per drive mode Reading Locked
  4. 04 Telltale indicators Reading Locked
  5. 05 Warning state effects Reading Locked
  6. 06 The MQTT client Reading Locked
13 Chapter 12: Instanced rendering 5 lessons
  1. 01 Why instancing Reading Locked
  2. 02 InstanceList Reading Locked
  3. 03 Per-instance colour Reading Locked
  4. 04 Instances from data Reading Locked
  5. 05 Composing the plant Reading Locked
14 Chapter 13: Procedural mesh generation in C++ 6 lessons
  1. 01 QQuick3DGeometry Reading Locked
  2. 02 Winding, normals and culling Reading Locked
  3. 03 A liquid surface Reading Locked
  4. 04 Updating geometry at runtime Reading Locked
  5. 05 Transparent vessels Reading Locked
  6. 06 Equipment from geometry Reading Locked
15 Chapter 14: Particle effects 5 lessons
  1. 01 ParticleSystem3D Reading Locked
  2. 02 Steam Reading Locked
  3. 03 Sparks Reading Locked
  4. 04 Leaks Reading Locked
  5. 05 A particle budget Reading Locked
16 Chapter 15: Billboards and multi-view 6 lessons
  1. 01 The billboard technique Reading Locked
  2. 02 QML rendered into 3D Reading Locked
  3. 03 Sensor billboards Reading Locked
  4. 04 Decluttering Reading Locked
  5. 05 Orthographic floor plan Reading Locked
  6. 06 Split-view and dual protocols Reading Locked
17 Chapter 16: Interlude, testing what you can see 3 lessons
  1. 01 Testing the C++ Reading Locked
  2. 02 Headless rendering Reading Locked
  3. 03 Golden images Reading Locked
18 Chapter 17: Dynamic scene graphs 6 lessons
  1. 01 Nodes at runtime Reading Locked
  2. 02 Loader3D and async loading Reading Locked
  3. 03 Dragging in 3D Reading Locked
  4. 04 Snapping and validity Reading Locked
  5. 05 Collision detection Reading Locked
  6. 06 Saving the layout Reading Locked
19 Chapter 18: LOD and reflections 4 lessons
  1. 01 The cost of detail Reading Locked
  2. 02 A rack in two draw calls Reading Locked
  3. 03 LodManager Reading Locked
  4. 04 ReflectionProbe Reading Locked
20 Chapter 19: Path animation and trails 7 lessons
  1. 01 Catmull-Rom interpolation Reading Locked
  2. 02 A robot on a path Reading Locked
  3. 03 Robot states Reading Locked
  4. 04 Proximity and zone lighting Reading Locked
  5. 05 Trail geometry Reading Locked
  6. 06 Inventory visualisation Reading Locked
  7. 07 The KPI dashboard Reading Locked
21 Chapter 20: Advanced shaders and render passes 5 lessons
  1. 01 The floor heatmap shader Reading Locked
  2. 02 Data into a texture Reading Locked
  3. 03 The minimap Reading Locked
  4. 04 Three protocols at once Reading Locked
  5. 05 The finished twin Reading Locked
22 Chapter 21: Shipping it 4 lessons
  1. 01 Architecture in review Reading Locked
  2. 02 A performance pass Reading Locked
  3. 03 Qt Quick 3D and its neighbours Reading Locked
  4. 04 What's next Reading Locked

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