Essential Java 3D fast: Developing 3D Graphics Applications in Java: Essential Series
Autor Ian Palmeren Limba Engleză Paperback – 8 mai 2001
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.
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Specificații
ISBN-13: 9781852333942
ISBN-10: 1852333944
Pagini: 292
Ilustrații: VIII, 279 p.
Dimensiuni: 155 x 235 x 18 mm
Greutate: 0.49 kg
Ediția:Softcover reprint of the original 1st ed. 2001
Editura: SPRINGER LONDON
Colecția Springer
Seria Essential Series
Locul publicării:London, United Kingdom
ISBN-10: 1852333944
Pagini: 292
Ilustrații: VIII, 279 p.
Dimensiuni: 155 x 235 x 18 mm
Greutate: 0.49 kg
Ediția:Softcover reprint of the original 1st ed. 2001
Editura: SPRINGER LONDON
Colecția Springer
Seria Essential Series
Locul publicării:London, United Kingdom
Public țintă
Professional/practitionerCuprins
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.
Caracteristici
First book to introduce Java 3D at an introductory level Includes 8 page colour section Part of the popular Essential series Includes supplementary material: sn.pub/extras