Foundations of 3D Graphics Programming: Using JOGL and by Jim X. Chen PhD, Edward J. Wegman PhD (auth.)

By Jim X. Chen PhD, Edward J. Wegman PhD (auth.)

"A solid, concise special effects textbook overlaying 3D suggestions, crucial basics conception, and easy-to-follow OpenGL useful programming in Java."

Dr. Jack Bresenham, Retired IBM Senior Technical employees Member

 

Increasingly within the geographical regions of technological know-how and undefined, special effects is a space of serious significance and application. And in the images group, the call for for generating unparalleled 3D pics particularly is sort of a given.

Foundations of 3D images Programming is an cutting edge shortcut to pictures thought and programming utilizing JOGL, a brand new motor vehicle of 3D pix programming in Java. The ebook covers all photographs fundamentals and several other complex issues, in addition to a few uncomplicated options in Java programming when you at the moment are C/C++ programmers. particularly, it presents all of the center points of OpenGL programming in Java utilizing JOGL, in addition to concisely provided special effects theories. furthermore, it makes use of a top-down method of lead the reader into programming and functions up-front. The content material approximately idea presents a high-level realizing of all easy pictures, and of utilizing JOGL rather than imposing a portraits approach. causes are built-in with the pattern courses, that are particularly designed for studying and accompanying this book.

Topics and Features:

• provides a shortcut to 3D pictures conception, and serves as a concise advisor to either concept and programming

• Covers JOGL, a brand new motor vehicle of 3D pictures programming in Java

• comprises various useful examples and exercises

• Introduces and describes Java3D, a shortcut to high-level 3D pictures APIs in Java

• offers readers with accomplished samples in JOGL and Java3D

• deals a supplementary site with updates, pattern courses, figures, and invaluable weblinks and directions for constructing the OpenGL programming environment

Written by means of leaders in 3D pics, digital event, and statistical info visualization, this text/reference is a complete, but concise quantity meant for scientists and engineers who comprehend Java programming. in addition, it's a reliable reference for C/C++ portraits programmers attracted to studying Java and JOGL. available for an interdisciplinary readership, this e-book calls for in basic terms simple wisdom of vector research and programming.

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Additional info for Foundations of 3D Graphics Programming: Using JOGL and Java3D

Sample text

A pixmap in the frame buffer d. an image on the display 5. What’s the difference between bitmap fonts and outline fonts? a. Outline fonts are represented as 3D models c. Bitmap fonts are represented as 3D models b. They have different sizes d. 6 Review Questions 35 6. What are provided by the JOGL’s GLUT class? a. bitmap and stroke font methods c. calling reshape() or display() b. antialiasing d. handling display area 7. The Cohen-Sutherland line-clipping algorithm works as follows: (a) At a clipping edge, if both end points are on the clipping window side, they are accepted.

The corresponding matrix expression is T(P2)S(sx, sy)T(−P1). Before reshaping p1 After reshaping sx = ht2/ht1 sy = wd2/wd1 Translate ht1 Scale ht2 wd1 (EQ 29) Translate p2 wd2 Fig.

However, we should always remember that the symbols represent the corresponding matrices. Let’s assume M=T(x0,y0)R(−θ)T(−x0, −y0). We can further simplify the equation: h' = Mh. (EQ 28) The order of the matrices in a matrix expression matters. The sequence represents the order of the transformations. For example, although matrix M in Equation 28 can be calculated by multiplying the first two matrices first [T(x0, y0)R(−θ)]T(−x0, −y0) or by multiplying the last two matrices first T(x0, y0)[R(−θ)T(−x0, −y0)], the order of the matrices cannot be changed.

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