Java 3D Techniques for Real Applications
Justin Couch(Author)
Apress
1st Edition
Published on 1. May 2004
Book
Paperback/Softback
600 pages
978-1-59059-124-6 (ISBN)
Description
"Java 3D Techniques for Real Applications" is a comprehensive guide to
all of the current 3D graphics programming techniques. Combining solid
theory with practical example code, it brings advanced techniques such
as humanoid animation and large-scale visualization to your day-to-day
3D applications. This is the first and only advanced and introductory
book to sophisticated 3D application techniques.
Position statement: During the later part of 2001 Java3D has become
accepted as a mainstream API for developing 3D graphics applications.
Starting with Siggraph, Java3D has been demonstrated as the rendering
engine for all but the most cutting edge of 3D games. There is now a
specific JSR that is aimed at Java and gaming, of which Java3D is a
core component (JSR 135). Java3D has also found its way into more
traditional high-end realms that have previously been home to the
incumbent SGI Performer and OpenGL in the CAVE and terrain
visualization realms.
While there have been many books, both on Java3D and OpenGL, dealing
with basic 3D graphics programming techniques, there has yet to appear
on the market any book that deals with what could be described as Real
World techniques. These techniques are beyond the basic polygon
pushing of the other books. In this book, the aim is to cover all of
those techniques that are needed to produce a commercial application -
both gaming and non-gaming. For example - "How do I visualize a world
that is 100km square?", or "How do I make a realistic looking fire?"
While there are instructions on how to code these individual items in
various technical papers, web sites and smaller tutorials, there is
not a single, cover-all, bible-like compendium that treats these
subjects as a single integrated approach. This book aims to be that
all of the current 3D graphics programming techniques. Combining solid
theory with practical example code, it brings advanced techniques such
as humanoid animation and large-scale visualization to your day-to-day
3D applications. This is the first and only advanced and introductory
book to sophisticated 3D application techniques.
Position statement: During the later part of 2001 Java3D has become
accepted as a mainstream API for developing 3D graphics applications.
Starting with Siggraph, Java3D has been demonstrated as the rendering
engine for all but the most cutting edge of 3D games. There is now a
specific JSR that is aimed at Java and gaming, of which Java3D is a
core component (JSR 135). Java3D has also found its way into more
traditional high-end realms that have previously been home to the
incumbent SGI Performer and OpenGL in the CAVE and terrain
visualization realms.
While there have been many books, both on Java3D and OpenGL, dealing
with basic 3D graphics programming techniques, there has yet to appear
on the market any book that deals with what could be described as Real
World techniques. These techniques are beyond the basic polygon
pushing of the other books. In this book, the aim is to cover all of
those techniques that are needed to produce a commercial application -
both gaming and non-gaming. For example - "How do I visualize a world
that is 100km square?", or "How do I make a realistic looking fire?"
While there are instructions on how to code these individual items in
various technical papers, web sites and smaller tutorials, there is
not a single, cover-all, bible-like compendium that treats these
subjects as a single integrated approach. This book aims to be that
More details
Language
English
Place of publication
Berlin
Germany
Publishing group
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Target group
Professional and scholarly
College/higher education
Professional/practitioner
Dimensions
Height: 235 mm
Width: 178 mm
ISBN-13
978-1-59059-124-6 (9781590591246)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Content
Part 1: Introduction; 1. Introducing Advanced 3D Graphics Concepts;
Part 2: Building Objects; 2. NURBs and Spline Surfaces; 3.
Subdivision Surfaces; 4. Physically Driven Objects and Surfaces
(Siggraph 2001 Papers); Part 3: Fire, Earth, Water - Adding Visual
Effects; 5. Multi-texturing and Bump Mapping; 6. 3D Textures; 7.
Particle Systems; 8. Building Overlays and Heads-up Displays; Part 4:
Seeing the World; 9. Terrain Visualization Techniques; 10. Deformation
- Explosions etc.; 11. ROAM; 12. GeoMipMap & LOD; 13. Imposters; Part
5: Getting From Here to There; 14. Navigation and User Models; 15.
Collision Detection & Terrain Following; 16. Collisions Between
Objects; Part 6: From Crawling Baby to Running Human; 17. Humanoid
Representation and Animation Techniques; 18. Inverse Kinematics
Systems; 19. Skin and Bones (Skeletal Animation Techniques); 20. Human
Imposters for Cityscapes
Part 2: Building Objects; 2. NURBs and Spline Surfaces; 3.
Subdivision Surfaces; 4. Physically Driven Objects and Surfaces
(Siggraph 2001 Papers); Part 3: Fire, Earth, Water - Adding Visual
Effects; 5. Multi-texturing and Bump Mapping; 6. 3D Textures; 7.
Particle Systems; 8. Building Overlays and Heads-up Displays; Part 4:
Seeing the World; 9. Terrain Visualization Techniques; 10. Deformation
- Explosions etc.; 11. ROAM; 12. GeoMipMap & LOD; 13. Imposters; Part
5: Getting From Here to There; 14. Navigation and User Models; 15.
Collision Detection & Terrain Following; 16. Collisions Between
Objects; Part 6: From Crawling Baby to Running Human; 17. Humanoid
Representation and Animation Techniques; 18. Inverse Kinematics
Systems; 19. Skin and Bones (Skeletal Animation Techniques); 20. Human
Imposters for Cityscapes