Tài liệu Java 3D

Thảo luận trong 'Thiết Kế Web' bắt đầu bởi Thúy Viết Bài, 5/12/13.

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    Java 3D


    About this book


    Java 3D is a clientưside Java application programming interface (API) developed at Sun Microsystems for
    rendering interactive 3D graphics using Java. Using Java 3D you will be able to develop richly interactive 3D
    applications, ranging from immersive games to scientific visualization applications.


    Who should read it?


    Java 3D Programming is aimed at intermediate to experienced Java developers. Previous experience in
    graphics programming (OpenGL and Swing, for example) will be very useful, but it's not a prerequisite. No
    book stands alone and you should make good use of the many online resources and books listed in appendix B
    and the bibliography. Readers new to Java 3D should definitely download Sun's excellent (free) Java 3D
    tutorial. This book is intended to serve as a companion to the Sun API documentation and the Java 3D
    tutorial.


    How is it organized?


    The book has 18 chapters, plus three appendices and a bibliography. Each chapter is fairly selfưcontained or
    explicitly references related chapters, allowing you to focus quickly on relevant material for your problem at
    hand. I have ordered the material so that, if you were starting a project from scratch, progressing in the book
    would mirror the design questions you would face as you worked through your design study and development
    efforts. More commonly used material is, in general, closer to the beginning of the book.


    Chapter 1 focuses on getting started with Java 3D, system requirements, running the examples in the book,
    plus a look at the strengths and weaknesses of Java 3D.


    Chapter 2 introduces some of the fundamentals of 3D graphics programming, such as projection of points
    from 3D to 2D coordinates, lighting, and hidden surface removal.


    Chapter 3 gets you started with Java 3D programming, from setting up your development environment and
    resources to running your first application.


    Chapter 4 explains the fundamental data structure in Java 3D, the scenegraph. Aspects of good scenegraph
    design are described using an example application for discussion.


    Chapter 5 is a reference to Java 3D's scenegraph nodes, along with usage instructions and examples.


    Chapter 6 explains the elements of the Java 3D scenegraph rendering model and guides you in your choice of
    VirtualUniverse configuration.


    Chapter 7 takes a step back and examines data models for 3D applications. Choosing a suitable data model
    involves understanding your interaction and performance requirements.


    Chapter 8 is a reference to creating geometry to be rendered by Java 3D.


    Chapter 9 covers the elements of the Java 3D Appearance class, used to control the rendered appearance of
    the geometric primitives in your scene.


    Chapter 10 illuminates the Java 3D lighting model and shows you how to create powerful lighting for your
    scene.


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