By Jim X. Chen
"A solid, concise special effects textbook protecting 3D innovations, crucial basics idea, 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 severe value and application. And in the images group, the call for for generating unheard of 3D photographs specifically is sort of a given.
This completely up to date and superior moment version of Foundations of 3D pics Programming is an cutting edge shortcut to pics conception and programming utilizing JOGL, a brand new car of 3D portraits programming in Java. This revised variation of the profitable, reader-friendly textual content covers all images fundamentals and a number of other complex subject matters, in addition to a few simple suggestions in Java programming should you presently are C/C++ programmers. in particular, it offers the entire middle facets of OpenGL programming in Java utilizing JOGL, besides concisely awarded special effects theories. furthermore, it makes use of a top-down method of lead the reader into programming and purposes up-front. The content material approximately concept presents a high-level realizing of all simple pix, and of utilizing JOGL rather than enforcing a photographs process. motives are built-in with the pattern courses, that are in particular designed for studying and accompanying this book.
Topics and Features:
• offers 2 new chapters protecting vertex shading, pixel shading and parallel processing, and Cg programming [NEW]
• Introduces a shortcut to 3D photos thought, and serves as a concise advisor to either thought and programming
• includes extra new fabric, akin to a glance at complex results in Cg programming [NEW]
• Covers JOGL, a brand new motor vehicle of 3D pix programming in Java, with vast and entire examples
• accommodates quite a few sensible examples and exercises
• presents a brand new appendix for simple arithmetic for 3D photographs [NEW]
• Introduces and describes Java3D, a shortcut to high-level 3D portraits APIs in Java, with exact instance programs
• presents readers with entire samples in JOGL and Java3D
• bargains a supplementary web site with updates, pattern courses, figures, and necessary weblinks and directions for constructing the OpenGL programming environment
Written through a pace-setter in 3D snap shots, digital event, and statistical information visualization, this text/reference is a entire, but concise quantity meant for scientists and engineers who comprehend Java programming. in addition, it's a reliable reference for C/C++ pix programmers drawn to studying Java and JOGL. obtainable for an interdisciplinary readership, this e-book calls for simply uncomplicated wisdom of vector research and programming, and as such is very appropriate for lecture room use.
• Geometric Transformation
• lighting fixtures and Shading
• mixing and Texture Mapping
• Curved Models
• Programming in Java 3D
• Animation and Simulation
• Vertex Shading and Parallel Processing
• Cg Programming
Read Online or Download Foundations of 3D Graphics Programming: Using JOGL and Java3D PDF
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Additional info for Foundations of 3D Graphics Programming: Using JOGL and Java3D
The intensities in the table are precalculated according to the filter we use and the width of the line. The following is an implementation of scan-converting an antialiased line. If we assume the distance from the current pixel to the line is D, then the distances from the E, S, N, and NE pixels can be calculated, respectively. The distances are shown in Fig. 6. ) We can modify Bresenham’s algorithm to scan-convert an antialiased line. The distances from the pixels closest to the line are calculated iteratively.
Given a radius (r) in device coordinates, the perimeter is 2πr in pixels. 3 Scan-converting Triangles and Polygons A wireframe object is an object composed of only lines and curves without filled surfaces. Because a wireframe polygon is composed of line segments, we extend to discuss scan-converting filled triangles and polygons. Given three vertices corresponding to a triangle, we have three lines (edges). Because we can find all the pixels on the lines, we can scan-convert the triangle by drawing all pixels between the pixel pairs on different edges that have the same y coordinates.
Draw a point that moves slowly along a circle. You may want to draw a circle first, and a point that moves on the circle with a different color. 2. Draw a point that bounces slowly in a square or circle. 3. Draw a star in a circle that rotates, as shown on the right. You can only use glBegin(GL_POINTS) to draw the star. 4. Write down “Bitmap” using Glut bitmap font function and “Stroke” using Glut stroke font function in the center of the display. 7 Programming Assignments 5. With the star rotating in the circle, implement the clipping of a window as shown on the right.