Essential Java 3D fast - Ian Palmer

Essential Java 3D fast

Developing 3D Graphics Applications in Java

(Autor)

Buch | Softcover
279 Seiten
2001 | Softcover reprint of the original 1st ed. 2001
Springer London Ltd (Verlag)
978-1-85233-394-2 (ISBN)
53,49 inkl. MwSt
Packed with lots of examples and illustrations, including an 8-page colour section, this is an introductory textbook for those who want to learn Java 3D fast. It shows the reader how to write a simple program in Java 3D, and then how to modify and add features to it.
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.

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.

Erscheint lt. Verlag 8.5.2001
Reihe/Serie Essential Series
Zusatzinfo VIII, 279 p.
Verlagsort England
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Programmiersprachen / -werkzeuge Java
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Mathematik / Informatik Informatik Web / Internet
ISBN-10 1-85233-394-4 / 1852333944
ISBN-13 978-1-85233-394-2 / 9781852333942
Zustand Neuware
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