Foundations of 3D Graphics Programming: Using JOGL and Java3D, Edition 2

Springer Science & Business Media
3
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OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.
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Additional Information

Publisher
Springer Science & Business Media
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Published on
Dec 10, 2008
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Pages
386
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ISBN
9781848002845
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Best For
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Language
English
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Genres
Computers / Computer Graphics
Computers / Computer Vision & Pattern Recognition
Computers / Data Processing
Computers / Expert Systems
Computers / General
Computers / Software Development & Engineering / General
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Content Protection
This content is DRM protected.
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Jim X. Chen
Current graphics software and hardware combine to allow multiple-level functionality and open up new application areas for scientists of all disciplines, and for computer scientists and engineers in particular.

This thoroughly revised edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work.

Features:

• Comprehensive and practical coverage of software graphics tools

• Includes 6 new chapters on OpenGL Programming in Java, Curved Models, Vertex Shading, Pixel Shading and Parallel Processing, Programming in Java3D, OpenGL Shading Language, Direct3D Shader Programming [NEW]

• Updated graphics software tools, with new information and format [NEW]

• Additional descriptions and examples [NEW]

• Provides a uniquely categorized compendium of 293 3D graphics software tools

• Concise listings of platforms and pricing, applications, examples, functions, and related Web resources

• Shortcuts to practical graphics principles and methods

• Contains extensive appendices including the addition of basic mathematics in 3D graphics [NEW]

• Extensive pointers to websites and other proven helpful sources

• Combines theory and OpenGL programming with an easy-to-follow approach

A concise, practical introduction to graphics theory and programming, practitioners as well as advanced students will find this accessible revised text an authoritative and useful catalogue of working software tools and methods.

Professor Jim X. Chen is the Director of the Computer Graphics Laboratory at George Mason University and Editor of the Visualization column, and the Visualization Portal, for the IEEE magazine, Computing in Science and Engineering. In addition he is the author of the successful Foundations of 3D Graphics Programming: Using JOGL and Java3D, also now in its second edition.

Key Topics:

OpenGL Programming in Java (NEW)

Curved Models (NEW)

Vertex and Pixel Shading in Cg on Java Platform (NEW)

Programming in Java3D (NEW)

OpenGL Shading Language (GLSL) in C/C++ (NEW)

Direct3D and High Level Shading Language Programming (NEW)

Objects and Models

Transformation and Viewing

Color and Lighting

Blending and Texture Mapping

Aurélien Géron
Jim X. Chen
Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut. Overview This book aims to be a shortcut to graphics theory, programming, tools, and applications. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It categorizes current graphics tools according to their applications and provides many weblinks to important resources on the Internet. The purpose is to provide an exhaustive list of graphics tools with their major applications and functions. The reference list may contain some inaccuracies, since new tools are constantly emerging VI Preface and old tools become obsolete. Through explaining and categorizing these graphics tools and their primary appUcations, we hope to provide learners and researchers with different means and appUcation areas in computer graphics, and help them understand and use visualization, modeling, animation, simulation, virtual reality, and many online resources.
Jim X. Chen
Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut. Overview This book aims to be a shortcut to graphics theory, programming, tools, and applications. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It categorizes current graphics tools according to their applications and provides many weblinks to important resources on the Internet. The purpose is to provide an exhaustive list of graphics tools with their major applications and functions. The reference list may contain some inaccuracies, since new tools are constantly emerging VI Preface and old tools become obsolete. Through explaining and categorizing these graphics tools and their primary appUcations, we hope to provide learners and researchers with different means and appUcation areas in computer graphics, and help them understand and use visualization, modeling, animation, simulation, virtual reality, and many online resources.
Jim X. Chen
OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.
Jim X. Chen
Current graphics software and hardware combine to allow multiple-level functionality and open up new application areas for scientists of all disciplines, and for computer scientists and engineers in particular.

This thoroughly revised edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work.

Features:

• Comprehensive and practical coverage of software graphics tools

• Includes 6 new chapters on OpenGL Programming in Java, Curved Models, Vertex Shading, Pixel Shading and Parallel Processing, Programming in Java3D, OpenGL Shading Language, Direct3D Shader Programming [NEW]

• Updated graphics software tools, with new information and format [NEW]

• Additional descriptions and examples [NEW]

• Provides a uniquely categorized compendium of 293 3D graphics software tools

• Concise listings of platforms and pricing, applications, examples, functions, and related Web resources

• Shortcuts to practical graphics principles and methods

• Contains extensive appendices including the addition of basic mathematics in 3D graphics [NEW]

• Extensive pointers to websites and other proven helpful sources

• Combines theory and OpenGL programming with an easy-to-follow approach

A concise, practical introduction to graphics theory and programming, practitioners as well as advanced students will find this accessible revised text an authoritative and useful catalogue of working software tools and methods.

Professor Jim X. Chen is the Director of the Computer Graphics Laboratory at George Mason University and Editor of the Visualization column, and the Visualization Portal, for the IEEE magazine, Computing in Science and Engineering. In addition he is the author of the successful Foundations of 3D Graphics Programming: Using JOGL and Java3D, also now in its second edition.

Key Topics:

OpenGL Programming in Java (NEW)

Curved Models (NEW)

Vertex and Pixel Shading in Cg on Java Platform (NEW)

Programming in Java3D (NEW)

OpenGL Shading Language (GLSL) in C/C++ (NEW)

Direct3D and High Level Shading Language Programming (NEW)

Objects and Models

Transformation and Viewing

Color and Lighting

Blending and Texture Mapping

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