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Foundations of 3D Graphics Programming
Jim X. Chen
Edward J. Wegman
Foundations of 3D
Graphics Programming
Using JOGL and Java3D
With 139 Figures
Jim X. Chen, PhD
Computer Science Department
George Mason University
Fairfax, VA 22030
USA
jchen@cs.gmu.edu
Edward J. Wegman, PhD
Center for Computational Statistics
George Mason University
Fairfax, VA 22030
USA
ewegman@gmu.edu
British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Control Number: 2005937739
ISBN-10: 1-84628-185-7
ISBN-13: 978-1-84628-185-3
Printed on acid-free paper
© Springer-Verlag London Limited 2006
Apart from any fair dealing for the purposes of research or private study, or criticism or review,
as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be
reproduced, stored or transmitted, in any form or by any means, with the prior permission in
writing of the publishers, or in the case of reprographic reproduction in accordance with the
terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction
outside those terms should be sent to the publishers.
The use of registered names, trademarks, etc. in this publication does not imply, even in the
absence of a specific statement, that such names are exempt from the relevant laws and regulations
and therefore free for general use.
The publisher makes no representation, express or implied, with regard to the accuracy of the
information contained in this book and cannot accept any legal responsibility or liability for any
errors or omissions that may be made.
Printed in the United States of America.
(MVY)
987654321
Springer Science+Business Media
springer.com
Preface
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.
A top-down approach is used to lead the audience into programming and applications
up front. The theory provides a high-level understanding of all basic graphics
principles without some detailed low-level implementations. The emphasis is on
understanding graphics and using JOGL instead of implementing a graphics system.
The contents of the book are integrated with the sample programs, which are
specifically designed for learning and accompany this book. To keep the book’s
conciseness and clarity as a high priority, the sample programs are not production-
quality code in some perspectives. For example, error handling, GUI, controls, and
exiting are mostly simplified or omitted.
Chapter 1 introduces OpenGL, Java, JOGL, and basic graphics concepts including
object, model, image, frame buffer, scan-conversion, clipping, and antialiasing.
Chapter 2 discusses transformation theory, viewing theory, and OpenGL programming
in detail. 3D models, hidden-surface removal, and collision detection are also covered.
Chapter 3 overviews color in hardware, eye characteristics, gamma correction,
interpolation, OpenGL lighting, and surface shading models. The emphasis is on
OpenGL lighting. Chapter 4 surveys OpenGL blending, image rendering, and texture
mapping. Chapter 5 introduces solid models, curves, and curved surfaces. Chapter 6
discusses scene graph and Java3D programming with concise examples. Chapter 7
wraps up basic computer graphics principles and programming with some advanced
concepts and methods.
Web Resources
JOGL and Java3D sample programs (their sources and executables) are available
online. The following Web address contains all the updates and additional
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