Buch, Englisch, 279 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 500 g
Reihe: Essential Series
Developing 3D Graphics Applications in Java
Buch, Englisch, 279 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 500 g
Reihe: Essential Series
ISBN: 978-1-85233-394-2
Verlag: Springer
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.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Webprogrammierung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Prozedurale Programmierung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
Weitere Infos & Material
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.