Java 3D Programming

Daniel Selman

  • 出版商: Manning
  • 售價: $1,970
  • 貴賓價: 9.5$1,872
  • 語言: 英文
  • 頁數: 400
  • 裝訂: Paperback
  • ISBN: 1930110359
  • ISBN-13: 9781930110359
  • 相關分類: Java 程式語言
  • 已絕版

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商品描述

Java 3D Programming steps programmers through the important design and implementation phases of developing a successful Java 3D application. The book provides invaluable guidance on whether to use Java 3D, user interface design, geometry creation, scene manipulation and final optimizations. The book does not attempt to exhaustively cover the API or replicate the official documentation but rather serves as a roadmap to alert programmers of design issues and potential pitfalls.

The author distills 12 months of using the Java 3D API for commercial projects, as well as innumerable discussions on the Java 3D email list into a book that all Java 3D developers will appreciate. Experienced Java 3D developers will applaud an authoritative resource containing the state-of-the-art in techniques and workarounds, while novice Java 3D programmers will gain a fast-track into Java 3D development, avoiding the confusion, frustration and time wasted learning Java 3D techniques and terminology.

Java 3D Programming comes complete with a comprehensive set of programming examples to illustrate the techniques, features, workarounds and bug fixes contained in the main text.

Readers of this book would include students and postgraduate researchers developing visualization applications for academia. Moderately experienced in Java, some experience of 3D graphics, little or no experience of Java 3D is needed. R+D s/w engineers at commercial institutions. Experienced Java developers, experienced with OpenGL or VRML, little or no experience with Java 3D.

Table of Contents

1 What is Java 3D and is it for me? 1
2 3D graphics programming 10
3 Getting started, Hello Java 3D! 27
4 The scenegraph 39
5 Scenegraph node reference 65
6 Defining the universe 82
7 Data model design 97
8 Geometry reference 108
9 Setting geometry appearances 126
10 Lights 149
11 Behaviors—navigation, alignment, and LOD 163
12 Using Interpolator behaviors 198
13 Writing custom behaviors 220
14 Using texture images 234
15 Geometry utility classes and object loaders 267
16 Object interaction—picking and collision detection 275
17 Java 3D, Swing, and applets 301
18 Java 3D system architecture 325
A Example code 349
B Programming and graphics resources online 353
C Primitives, the geometry cache, and GeomBuffer 358