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Foundations of 3D Graphics Programming: Using JOGL and Java3D
 
 
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Foundations of 3D Graphics Programming: Using JOGL and Java3D [Hardcover]

Jim X. Chen (Author), Chunyang Chen (Author)
1.6 out of 5 stars  See all reviews (5 customer reviews)

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Book Description

August 25, 2008 1848002831 978-1848002838 2nd
The second edition of this successful text includes 3 new chapters as well as being thoroughly updated and enhanced throughout. Features: (1) Presents a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming, (2) Covers JOGL, a vehicle of 3D graphics programming in Java, (3) The 3 new chapters cover Vertex and Pixel Shader, Cg in JOGL Programming and an Introduction to 3D Graphics Games, (4) Provides a new appendix for Basic Mathematics for 3D Graphics, (5) Incorporates numerous practical examples and exercises, (6) Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java, (7) Provides readers with comprehensive samples in JOGL and Java3D, (8) Offers a supplementary website with updates, sample programs, figures and instructions for setting up the OpenGL programming environment. Written by two leaders in 3D graphics, virtual experience and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for software developers, students and scientists.

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Editorial Reviews

Review

From the reviews of the second edition: "This book is primarily a survey of the basic, traditional computer graphics topics taught in many algorithm-oriented computer graphics courses … . all of the example code provided in the textbook is written in Java, using OpenGL. … Since many institutions have moved to the Java programming language, this is a very reasonable choice. … Overall, I like the textbook … . chapters of the textbook constitute a typical one-semester introduction to a graphics overview course of 2D and 3D graphics (rendering side)." (J. Miller, ACM Computing Reviews, June, 2009)

From the Back Cover

"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java." Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility. And within the graphics community, the demand for producing exceptional 3D graphics in particular is almost a given. This thoroughly updated and enhanced second edition of Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. This revised edition of the successful, reader-friendly text covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book. Topics and Features: • Presents 2 new chapters covering vertex shading, pixel shading and parallel processing, and Cg programming [NEW] • Introduces a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming • Contains additional new material, such as a look at advanced effects in Cg programming [NEW] • Covers JOGL, a new vehicle of 3D graphics programming in Java, with extensive and complete examples • Incorporates numerous practical examples and exercises • Provides a new appendix for Basic Mathematics for 3D Graphics [NEW] • Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java, with detailed example programs • Provides readers with comprehensive samples in JOGL and Java3D • Offers a supplementary website with updates, sample programs, figures, and useful weblinks and instructions for setting up the OpenGL programming environment Written by a leader in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming, and as such is highly suitable for classroom use. Key Topics • Geometric Transformation • Lighting and Shading • Blending and Texture Mapping • Curved Models • Programming in Java 3D • Animation and Simulation • Vertex Shading and Parallel Processing • Cg Programming

Product Details

  • Hardcover: 416 pages
  • Publisher: Springer; 2nd edition (August 25, 2008)
  • Language: English
  • ISBN-10: 1848002831
  • ISBN-13: 978-1848002838
  • Product Dimensions: 9.7 x 7.2 x 1 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 1.6 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #1,445,067 in Books (See Top 100 in Books)

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Average Customer Review
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12 of 12 people found the following review helpful:
2.0 out of 5 stars More of a poorly written survey than a foundation of 3D graphics, August 1, 2006
This book is really a disappointment. In trying to get information on 3D graphics, JOGL, and Java3D all into one 300 page book, the authors have sacrificed vital information on all three topics. What you end up with is a condensed survey of "how to" formulas on pretty simple graphic tasks implemented in JOGL and Java3D, with no idea of the math and algorithms behind them and no real idea of the correct structure of programs written in Java3D or JOGL. Even the exercises are jokes, with some actually consisting of "match a function call in this list to an action in another list". The book is pretty good at describing beginner tasks such as installation details for JOGL and Java3D, but it is definitely downhill from there.

If you want to know about Java3D and JOGL, the best sources are on the web written by individuals that have wrestled with the details and documented them for the rest of us. For computer graphics beginners, I recommend "Fundamentals of Computer Graphics" by Peter Shirley. For a more advanced book on the subject try "3D Computer Graphics" by Alan Watt. Both of these books are non API-specific tutorials, which is what you need to get started. Since these books are rather expensive, a poor man's alternative is the Schaum's Outline on Computer Graphics, which is also non API-specific and quite good considering the low cost. For OpenGL, the latest edition of the "OpenGL Programming Guide" is essential. After all, JOGL is just a Java binding to OpenGL.

I know it is tempting for scientists and engineers who need to do computer graphics programming as part of their job to believe the authors' claim that this book is a shortcut to learning the essentials of this broad subject, but let me assure you there is no such thing.
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10 of 10 people found the following review helpful:
2.0 out of 5 stars Not what I was expecting, August 20, 2006
I was on the waiting list to buy this book before it was released. I was expecting some good intermediate information on JOGL that was along the lines of implementation and Graphics architecture concepts. Boy was I dissapointed. This is a survey of OPENGL not particularly JOGL. This is the kind of book a professor would assign a freshmen programmer to read. They went to far into the details of the matrix mathematics behind the graphics library instead of practical implementation. Dont get me wrong knowing how things work is a must but dont sell yourself as anything more than a survey of graphics programming.
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7 of 7 people found the following review helpful:
1.0 out of 5 stars Worthless - DO NOT BUY, June 19, 2007
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Dan (Virginia) - See all my reviews
This book is of no avail to a student of computer graphics. Not only are the explanations in this book sorely incomplete, they are so poorly written that they require hours of careful examination to determine that they are incomplete. All throughout the book the author leads you on by making you think that you are about to be told something useful. You never are. Additionally, the code given in the book will often not compile or fail to execute properly. You will be very disappointed if you buy this book.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
curved models, pixel shading, graphics programming, fragment program, control cache, generalized solar system, reshape public void display, matrix public void, normalized viewing volume, scene graph path, public void reshape, projection matrix stack, current raster position, scene graph branches, vertex program, modelview matrix, float vertex, movable light source, vertex shader, viewport transformation, float mat, cubic mapping, new float, current matrix, pixel shader
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Review Questions, Advanced Topics, Edge Table, Visible-Surface Shading, Springer-Verlag London Limited, Sun Microsystems, Per-Vertex Lighting, Parallel Processing, Graphics Software Tools, Per-Fragment Lighting, Uniform B-spline, Virtual Reality Modeling Language, Per-Fragment Bump Mapping, Bi-cubic Surfaces, Quadratic Surfaces, Repeat Steps, Vertex Shading
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