Book Description
Java 3D Programming steps programmers through the important design and implementation phases of developing a successful Java 3D application. The book provides invaluable guidance on whether to use Java 3D, user interface design, geometry creation, scene manipulation and final optimizations. The book does not attempt to exhaustively cover the API or replicate the official documentation but rather serves as a roadmap to alert programmers of design issues and potential pitfalls.
The author distills 12 months of using the Java 3D API for commercial projects, as well as innumerable discussions on the Java 3D email list into a book that all Java 3D developers will appreciate. Experienced Java 3D developers will applaud an authoritative resource containing the state-of-the-art in techniques and workarounds, while novice Java 3D programmers will gain a fast-track into Java 3D development, avoiding the confusion, frustration and time wasted learning Java 3D techniques and terminology.
Java 3D Programming comes complete with a comprehensive set of programming examples to illustrate the techniques, features, workarounds and bug fixes contained in the main text.
This open book is licensed under a GNU General Public License (GNU GPL). You can download Java 3D Programming ebook for free in PDF format (4.5 MB).
Table of Contents
Chapter 1
What is Java 3D and is it for me?
Chapter 2
3D graphics programming
Chapter 3
Getting started, Hello Java 3D!
Chapter 4
The scenegraph
Chapter 5
Scenegraph node reference
Chapter 6
Defining the universe
Chapter 7
Data model design
Chapter 8
Geometry reference
Chapter 9
Setting geometry appearances
Chapter 10
Lights
Chapter 11
Behaviors - navigation, alignment, and LOD
Chapter 12
Using Interpolator behaviors
Chapter 13
Writing custom behaviors
Chapter 14
Using texture images
Chapter 15
Geometry utility classes and object loaders
Chapter 16
Object interaction?picking and collision detection
Chapter 17
Java 3D, Swing, and applets
Chapter 18
Java 3D system architecture