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Java 3D API Jump-Start

Java 3D API Jump-Start

Aaron E. Walsh, Doug Gehringer

246 pages, parution le 01/10/2001

Résumé

Get started with Java 3D—today!
  • 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
Contents
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

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