Essential Java 3D fast: Developing 3D Graphics Applications in Java / Edition 1

Essential Java 3D fast: Developing 3D Graphics Applications in Java / Edition 1

by Ian Palmer
ISBN-10:
1852333944
ISBN-13:
9781852333942
Pub. Date:
06/15/2001
Publisher:
Springer London
ISBN-10:
1852333944
ISBN-13:
9781852333942
Pub. Date:
06/15/2001
Publisher:
Springer London
Essential Java 3D fast: Developing 3D Graphics Applications in Java / Edition 1

Essential Java 3D fast: Developing 3D Graphics Applications in Java / Edition 1

by Ian Palmer

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Overview

Packed with lots of examples and illustrations, including an 8-page colour section, Essential Java 3D fast is an introductory textbook for those who want to learn Java 3D fast.

The best way to learn any programming language is by writing programs. In this book, Ian Palmer takes you through the steps to write a simple program in Java 3D, and then shows you how to modify and add features to this program, so you learn the key features of Java 3D.

Learn about: Writing a simple Java 3D program;

Creating Shapes;

Defining Appearance;

Animation;

Behaviours.

The examples in this book assume a working knowledge of Java and some background in 3D graphics, in order to explain the new concepts in Java 3D.


Product Details

ISBN-13: 9781852333942
Publisher: Springer London
Publication date: 06/15/2001
Series: Essential Series
Edition description: Softcover reprint of the original 1st ed. 2001
Pages: 279
Product dimensions: 6.10(w) x 9.25(h) x 0.03(d)

Table of Contents

1. Introduction.- What is Java 3D?.- Running Java 3D programs.- How to use this book.- 2. Our First Java 3D Program.- The Scene Graph.- The View Branch.- The Content Branch.- The SimpleWorld Program.- Summary.- 3. Creating Shapes.- Geometric primitives in the utility library.- Geometry arrays.- Loading pre-made geometric models.- Summary.- 4. Lighting and Appearance.- The lighting model.- The Appearance class.- Adding more light types.- Lighting geometry array objects.- Using textures.- Summary.- 5. Groups and Transformations.- The BranchGroup.- The TransformGroup.- The Switch class.- Summary.- 6. Animation.- Interpolators and their features.- A rotation interpolator example.- PathInterpolator classes.- Performing 3D morphing.- Summary.- 7. Interaction and Behaviour.- Use of behaviours and their features.- Behavior: the base behaviour class.- The wake up criteria.- A first behaviour: simple morph.- User input utilities.- Collision detection and response.- Summary.- 8. Advanced Topics.- Compiling scene graph content.- Billboards.- Level of detail.- Sound.- Summary.- 9. Duck Shoot!.- The program elements.- Summary.- Appendix A. Source Code.- Appendix B. Example Data Files.- References.
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