Get Foundations of 3D Graphics Programming: Using JOGL and PDF

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

ISBN-10: 1846281857

ISBN-13: 9781846281853

ISBN-10: 1846285976

ISBN-13: 9781846285974

"A reliable, concise special effects textbook protecting 3D ideas, crucial basics thought, and easy-to-follow OpenGL sensible programming in Java."

Dr. Jack Bresenham, Retired IBM Senior Technical employees Member

 

Increasingly within the nation-states of technology and undefined, special effects is a space of serious value and software. And in the photographs group, the call for for generating unparalleled 3D photos particularly is nearly a given.

Foundations of 3D pix Programming is an leading edge shortcut to snap shots idea and programming utilizing JOGL, a brand new automobile of 3D portraits programming in Java. The ebook covers all photos fundamentals and several other complex themes, in addition to a few simple suggestions in Java programming if you at the moment are C/C++ programmers. in particular, it offers all of the middle points of OpenGL programming in Java utilizing JOGL, in addition to concisely provided special effects theories. additionally, it makes use of a top-down method of lead the reader into programming and functions up-front. The content material approximately concept offers a high-level figuring out of all easy pictures, and of utilizing JOGL rather than imposing a photos method. motives 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 images conception, and serves as a concise advisor to either concept and programming

• Covers JOGL, a brand new car of 3D portraits programming in Java

• contains quite a few sensible examples and exercises

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

• presents readers with complete samples in JOGL and Java3D

• deals a supplementary web site with updates, pattern courses, figures, and necessary weblinks and directions for developing the OpenGL programming environment

Written by way of leaders in 3D snap shots, digital adventure, and statistical info visualization, this text/reference is a accomplished, but concise quantity meant for scientists and engineers who comprehend Java programming. furthermore, it's a sturdy reference for C/C++ images programmers attracted to studying Java and JOGL. available for an interdisciplinary readership, this e-book calls for merely simple wisdom of vector research and programming.

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

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For each boundary edge, (a) At a clipping edge, if both end points are on the clipping window side, they are accepted. If both end points are not, they are rejected. If accepted, the vertices are in the new polygon. If rejected, they are discarded; (b) if non-trivial, the intersection on the clipping edge is a generated vertex in the new polygon replacing the vertex outside; (c) repeat (a) and (b) until all of the polygon’s edges are considered; (d) repeat (a), (b), and (c) for the other three clipping edges to have a final clipped polygon.

To solve this problem, we can have two frame buffers instead of one, which is known as double-buffering. One frame buffer named the front buffer is being displayed while the other, named the back buffer, is being drawn for scan-converting models. When the drawing of a frame is complete, the two buffers are swapped. That is, the back buffer becomes the front buffer for display, and the front buffer becomes the back buffer for scan-conversion. setDoubleBuffered(true) to specify the display with double buffers.

The bottom of the cone may even be bigger than the pixel itself, so the cones or bun-shaped volumes are overlapping one another. The boundaries of the rectangular line area cut through the cone in the direction perpendicular to the display, and the portion (volume) of the cone inside the line area determines the corresponding pixel’s intensity. The center area in the pixel is thicker (higher) than the boundary area of the pixel and thus has more influence on the pixel’s intensity. Also, you can see that if the bottom of the cone is bigger than the pixel, the pixel’s intensity is affected even though the line only passes by without touching the pixel.

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Foundations of 3D Graphics Programming: Using JOGL and Java3D by Jim X. Chen PhD, Edward J. Wegman PhD (auth.)


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