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Java 3D API Jump-Start - Paperback By Aaron E. Walsh - GOOD

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Item specifics

Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover including ...
Brand
Unbranded
Book Title
Java 3D API Jump-Start
MPN
Does not apply
ISBN
9780130340764
Publication Name
Java 3d : Api Jump-Start
Item Length
9.2in
Publisher
Prentice Hall PTR
Publication Year
2001
Series
Sun Microsystems Press Ser.
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.7in
Author
Aaron E. Walsh
Item Width
7in
Item Weight
19.6 Oz
Number of Pages
272 Pages

About this product

Product Information

This title is a quick introduction to Java 3D concepts and jargon. It covers installation of Java 3D and and the use of API for applets, as well as the various concepts, capabilities, limitations, and requirements of the Java 3D API.

Product Identifiers

Publisher
Prentice Hall PTR
ISBN-10
0130340766
ISBN-13
9780130340764
eBay Product ID (ePID)
1862117

Product Key Features

Author
Aaron E. Walsh
Publication Name
Java 3d : Api Jump-Start
Format
Trade Paperback
Language
English
Publication Year
2001
Series
Sun Microsystems Press Ser.
Type
Textbook
Number of Pages
272 Pages

Dimensions

Item Length
9.2in
Item Height
0.7in
Item Width
7in
Item Weight
19.6 Oz

Additional Product Features

Age Range
3-Up
Lc Classification Number
Qa76.73.J38w35 2001
Grade from
Preschool
Grade to
Up
Table of Content
Foreword. Introductory Note. Preface. 1. Java 3D Overview. Digging into Java 3D. Java 3D in Action. Java 3D Design Goals. Digging Deeper: Comparing Java 3D to Other Graphics Options. Java 3D versus Low-Level Rendering APIs. Java 3D versus Other Scene Graph APIs. Java 3D versus Modeling File Formats. Java 3D versus Other Java Media APIs. Hitting Pay Dirt: Exploring Key Java 3D Features. Scene Graph Programming Model. Rendering Control. Java 3D Rendering Model. Scalable Performance. Behaviors. Geometry Compression. Sound. Convenience and Utility Classes. Versatile View Model. Java 3D and the Java Platform. Java 2 JDK, JRE, and the Java Plug-In. Java and Java 3D. Java 3D Packages. Java 3D Documentation. Java 3D Versions. Platform Support. Platform Variations. Java 3D DirectX versus Java 3D OpenGL. Java 3D Resources. Summary. Summary of URLs Found in This Chapter. 2. Scene Graph Basics. Firing Up HelloUniverse. Stepping into a Virtual Universe. Scene Graphs. SceneGraphObjects. Group Nodes. Environment Nodes. The ViewPlatform. The VirtualUniverse and Locale. Exploring the HelloUniverse Scene Graph. Working with the Scene Graph. Scene Graph Interpretation. Making Changes to the Scene Graph. Capability Bits Details. More Optimizations: compile(). Other Scene Graph Operations. Groups. Group Subclasses. BranchGroup. OrderedGroup. SharedGroup. Switch. TransformGroup. Groups in HelloUniverse. Recipe for a Java 3D Program. Summary. 3. Creating and Loading Geometry. Shape3D Nodes. Geometry. GeometryArrays. Geometry Utilities. Text3D. Higher-Level Primitives. ColorCube. Text2D. Utility Shape Primitives. Loading Geometry from Files. The Loader. The Scene. Loading Other File Formats. Java 3D Fly Through. Summary. Summary of URLs Found in This Chapter. 4. Appearances. Appearance Basics. Appearance Attributes. Color Classes. Appearance Methods. Examining Appearance Attributes with Java 3D Explorer. ColoringAttributes. PointAttributes. LineAttributes. PolygonAttributes. RenderingAttributes. TransparencyAttributes. Material. Texture Mapping. Texture. TextureAttributes. Assigning Texture Coordinates. TexCoordGeneration. Multitexturing. Summary. Summary of URLs Found in This Chapter. 5. Environment Nodes. Environment Nodes in the Java 3D Explorer. Bounding Regions. Lighting. Backgrounds. Fog. Sound. Behaviors. Bounding Regions. Summary. Summary of URLs Found in This Chapter. 6. Tools: Transformation, Viewing, and Picking. Transformations. Transformations with Java 3D Explorer. Basic Transformations. Transform3D. Compound Transformations. Hierarchies. Controlling Transforms with Mouse Behaviors. Viewing. Moving the ViewPlatform. Basic Viewing: Finding a Good Vantage Point. Moving the ViewPlatform with the Mouse. Changing the View. Advanced Viewing. Picking. PickTool. PickCanvas. PickResult. PickIntersection. Other Uses for Picking. Summary. Appendix A: Transformation Details. Index.
Copyright Date
2002
Target Audience
Scholarly & Professional
Topic
Computer Graphics, Programming Languages / Java
Lccn
2001-033945
Illustrated
Yes
Genre
Computers

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