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Essential Java 3D fast: Developing 3D Graphics Applications in Java

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1 Introduction. What is Java 3D? Running Java 3D programs. How to use this book. Conventions.- 2 OUR FIRST JAVA 3D Introduction. The Scene Graph. The View branch. The Content branch. The SimpleWorld program. Summary.- 3 CREATING Introduction. Geometric primitives in the utility library. Geometry arrays. Loading pre-made geometric models. Summary.- 4 LIGHTING THE SCENE AND DEFINING Introduction. The lighting model. The Appearance class. Adding more light types. Lighting geometry array objects. Using textures. Summary.- 5 GROUPING OBJECTS AND Introduction. The BranchGroup. The TransformGroup. The Switch class.- 6 Introduction. Interpolators and their features. A rotation interpolator example. PathInterpolator classes. Performing 3D morphing. Summary.- 7 INTERACTION AND Introduction. Use of behaviours and their features. the base behaviour class. The wake up criteria. A first simple morph.- User input Collision detection and response. Summary.- 8 ADVANCED Introduction. Compiling scene graph content. Billboards. Level of detail. Sound. Summary.- APPENDIX A SOURCE CODE Introduction. Chapter 2. Chapter 3. Chapter 7.- APPENDIX B EXAMPLE DATA Introduction.- REFERENCES.- INDEX.

292 pages, Paperback

First published June 15, 2001

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Ian Palmer

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