Résumé
- Master interactive 3D development for the desktop and the Web-now!
- Learn Java 3D's powerful scene graph programming model
- Covers every key component of the Java 3D API
- Cutting edge Java 3D case studies: e-commerce, entertainment, engineering, and more
Interactive 3D for the desktop and Web. It's not the future. It's here today. Java 3D Jump-Start is your concise introduction to the 3D technology that delivers the most power with the least coding. In this hands-on guide, a world-renowned Web3D expert and a member of Sun's Java 3D engineering team unveil the Java 3D API, providing insider's insights and real code.
Discover how Java 3D unleashes a new generation of 3D programs for the desktop and the World Wide Web—and master all the skills you need to start building spectacular Java 3D applications and applets right now!
- Real-world case studies: e-commerce, entertainment, data visualization, collaborative engineering, and beyond
- How Java 3D compares with other graphics options
- Java 3D's powerful scene graph programming model
- High-level constructs for creating, loading, and manipulating 3D geometry
- Appearances: describing color, texture, material reflection, and other characteristics of 3D objects
- Java 3D tools for transformation, viewing, and picking
With Java 3D Jump-Start, Java and Web professionals can harness the full power of 3D computer graphics to create fully interactive and immersive 3D programs for the desktop and the Web. Not "someday." Today.
Foreword by Kevin Rushforth, SunMicrosystems, Java 3D Technical Lead.
Every Jump-Start book is:
- AUTHORITATIVE, written by world-class experts personally involved with the design and development of that technology
- FOCUSED, providing exactly what you need to know to get started immediately with a minimum of effort
- PRACTICAL, teaching you the skills and techniques that you need to develop professional, real-world software applications
- Foreword
- Introductory Note
- Preface
- 1: Java 3D Overview
- Digging into Java 3D
- Java 3D in Action
- Java 3D Design Goals
- Digging Deeper: Comparing Java 3D to Other Graphics Options
- Java 3D versus Low-Level Rendering APIs
- Java 3D versus Other Scene Graph APIs
- Java 3D versus Modeling File Formats
- Java 3D versus Other Java Media APIs
- Hitting Pay Dirt: Exploring Key Java 3D Features
- Scene Graph Programming Model
- Rendering Control
- Java 3D Rendering Model
- Scalable Performance
- Behaviors
- Geometry Compression
- Sound
- Convenience and Utility Classes
- Versatile View Model
- Java 3D and the Java Platform
- Java 2 JDK, JRE, and the Java Plug-In
- Java and Java 3D
- Java 3D Packages
- Java 3D Documentation
- Java 3D Versions
- Platform Support
- Platform Variations
- Java 3D DirectX versus Java 3D OpenGL
- Java 3D Resources
- Summary
- Summary of URLs Found in This Chapter
- 2: Scene Graph Basics
- Firing Up HelloUniverse
- Stepping into a Virtual Universe
- Scene Graphs
- SceneGraphObjects
- Group Nodes
- Environment Nodes
- The ViewPlatform
- The VirtualUniverse and Locale
- Exploring the HelloUniverse Scene Graph
- Working with the Scene Graph
- Scene Graph Interpretation
- Making Changes to the Scene Graph
- Capability Bits Details
- More Optimizations: compile()
- Other Scene Graph Operations
- Groups
- Group Subclasses
- BranchGroup
- OrderedGroup
- SharedGroup
- Switch
- TransformGroup
- Groups in HelloUniverse
- Recipe for a Java 3D Program
- Summary
- 3: Creating and Loading Geometry
- Shape3D Nodes
- Geometry
- GeometryArrays
- Geometry Utilities
- Text3D
- Higher-Level Primitives
- ColorCube
- Text2D
- Utility Shape Primitives
- Loading Geometry from Files
- The Loader
- The Scene
- Loading Other File Formats
- Java 3D Fly Through
- Summary
- Summary of URLs Found in This Chapter
- 4: Appearances
- Appearance Basics
- Appearance Attributes
- Color Classes
- Appearance Methods
- Examining Appearance Attributes with Java 3D Explorer
- ColoringAttributes
- PointAttributes
- LineAttributes
- PolygonAttributes
- RenderingAttributes
- TransparencyAttributes
- Material
- Texture Mapping
- Texture
- TextureAttributes
- Assigning Texture Coordinates
- TexCoordGeneration
- Multitexturing
- Summary
- Summary of URLs Found in This Chapter
- 5: Environment Nodes
- Environment Nodes in the Java 3D Explorer
- Bounding Regions
- Lighting
- Backgrounds
- Fog
- Sound
- Behaviors
- Bounding Regions
- Summary
- Summary of URLs Found in This Chapter
- 6: Tools: Transformation, Viewing, and Picking
- Transformations
- Transformations with Java 3D Explorer
- Basic Transformations
- Transform3D
- Compound Transformations
- Hierarchies
- Controlling Transforms with Mouse Behaviors
- Viewing
- Moving the ViewPlatform
- Basic Viewing: Finding a Good Vantage Point
- Moving the ViewPlatform with the Mouse
- Changing the View
- Advanced Viewing
- Picking
- PickTool
- PickCanvas
- PickResult
- PickIntersection
- Other Uses for Picking
- Summary
- Appendix A: Transformation Details
- Index
L'auteur - Aaron E. Walsh
AARON E. WALSH is Chairman of Mantis Development
Corporation, a software development firm, and architect of
the Web3D Web. An international best-selling technology
author, Aaron has written over a dozen programming books,
including Java For Dummies, Java Bible, Java 2 Bible, and
Foundations of Java Programming for the World Wide Web (all
published by Wiley). An active member of the Internet
standards community, Aaron conducts related workshops and
lectures at industry conferences and teaches Java
programming and Internet software development at Boston
College.
L'auteur - Doug Gehringer
Doug Gehringer is a Staff Engineer at Sun Microsystems and a member of the Java 3D Engineering Team. He has spent the past fourteen years at Sun working on graphics software, and has extensive experience programming for all of Sun's graphics APIs, including GKS, PHIGS, PEX, OpenGL, and Java 3D. A respected expert on graphics performance tuning for large-scale applications, he has worked on a number of the largest Java 3D projects in existence. One of the first developers in the world to use Java 3D, he co-authored the original Virtual Reality Modeling Language (VRML) that is today maintained by the Web3D Consortium. An active member of the Java 3D community, Gehringer is Java 3D technical editor of the best-selling Core Web3D (Prentice Hall PTR) and author of the Java 3D Explorer companion application created exclusively for Java 3D Jump-Start readers.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Prentice Hall |
Auteur(s) | Aaron E. Walsh, Doug Gehringer |
Parution | 01/10/2001 |
Nb. de pages | 246 |
Format | 17,8 x 23,3 |
Couverture | Broché |
Poids | 558g |
Intérieur | Noir et Blanc |
EAN13 | 9780130340764 |
Avantages Eyrolles.com
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