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This document describes the Java 3D API, version 1.2, and presents some details on the implementation of the API. This specification is not intended as a programmer's guide.
This specification is written for 3D graphics application programmers. We assume that the reader has at least a rudimentary understanding of computer graphics. This includes familiarity with the essentials of computer graphics algorithms as well as familiarity with basic graphics hardware and associated terminology. Related Documentation
This specification is intended to be used in conjunction with the browser-accessible, javadoc-generated API reference. Style Conventions
The following style conventions are used in this specification:
Lucida type is used to represent computer code and the names of files and directories. Bold Lucida type is used for Java 3D API declarations. Bold type is used to represent variables. Italic type is used for emphasis and for equations.
Changes to the Java 3D API, version 1.2, are indicated by an icon in the margin. The icon ("New in 1.2" enclosed in arrows) appears in the outside margin for all new methods and constructors. Programming Conventions
Java 3D uses the following programming conventions:
The default coordinate system is right-handed, with +y being up, +x horizontal to the right, and +z directed toward the viewer. All angles or rotational representations are in radians. All distances are expressed in units or fractions of meters. Acknowledgments
We gratefully acknowledge Warren Dale for writing the Sound API portion of this specification and Daniel Petersen for writing the scene graph sharing portion of the specification. We especially acknowledge Bruce Bartlett for his invaluable assistance with the editing, formatting, and indexing of the specification. Without Bruce's considerable help, this book would not have been possible.
We also thank the many individuals and companies that provided comments and suggestions. They have improved the Java 3D API.
Henry Sowizral
Kevin Rushforth
Michael Deering
Sun Microsystems, Inc.
April 2000
0201710412P04062001
This book represents the definitive Java 3D API specification, providing authoritative and detailed descriptions of each element of the API. It offers an informative overview of the Java 3D API, comprehensive instructions for "scene graph" definition and construction, and a detailed description of the Java 3D View Model, an innovative model enabling applications to be displayed on a wide array of devices.
The book also features a variety of input devices, picking mechanisms, audio capabilities, and behaviors and interpolators for animating objects. The Java 3D Execution and Rendering Model is described in depth. Other topics covered include math objects, 3D geometry compression, and exceptions. The accompanying CD-ROM, new to this edition, contains numerous live examples.
Comprehensive and definitive, this book is an essential reference for any programmer interested in entering the exciting world of three-dimensional Internet applications.
The Java 3D API, part of the Java Media suite of APIs, enables the creation of three-dimensional graphics applications and Internet-based 3D applets. It gives developers high-level constructs for creating and manipulating 3D geometry and for building the structures used in rendering that geometry. Using the Java 3D API, developers can efficiently define and render very large virtual worlds. Moreover, in line with the Java platform's "write once, run anywhere" vision, applications written using the Java 3D API can run on a wide range of platforms and systems and are adapted for use on the Internet.
For all programmers and developers in the field of three-dimensional Internet applications, The Java 3D API Specification, Second Edition is an essential resource.
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Most Helpful Customer Reviews
22 of 22 people found the following review helpful:
2.0 out of 5 stars
Good summary, but WAY out of date,
By A Customer
This review is from: The Java(TM) 3D API Specification (Paperback)
This book has a good summary of the beta version of the Java3D API. Unfortunately, the book hasn't been updated since then, and the API has significantly changed. This is a reference book, and it contains very sparse overall descriptive information.As a reference book, it's very frustrating and difficult to use, because so much of the API has changed. As an overview book, it contains some good information, but not much. I'm not really happy with this book on either count.
9 of 9 people found the following review helpful:
2.0 out of 5 stars
Not very useful,
By A Customer
This review is from: The Java 3D(TM) API Specification (2nd Edition) (CD-ROM)
Almost all of the material in this book is a slightly more verbose explanation of what can be found in the docs. If used as a reference this is fine, but for someone who is trying to learn Java 3D it would probably be more useful to get a book that goes through examples and explains more clearly from the ground up. While it was not written badly, this book does not explain the concepts as clearly as they could have been. All of the examples I looked at come with the Java 3D distribution. Personally I would just download all the documentation and the Java 3D tutorial and not spend the $50.
8 of 9 people found the following review helpful:
4.0 out of 5 stars
Outstanding Technical Reference,
By
This review is from: The Java(TM) 3D API Specification (Paperback)
I found this to be a very thorough technical reference on the Java 3D environment. Though it's available online through Sun's Java website, the printed version is conducive to bookmarks and highlighting. Keep in mind, though, that this is a technical reference. Sun's website has an excellent tutorial that explains the basic Java 3D constructs and walks you through several program examples.The API introduction describes basic SceneGraph construction, Java 3D's three rendering modes, and has a so-called 'recipe' for writing a Java 3D program. Although the discussion of rendering modes was insightful, I thought the SceneGraph and 'recipe' material was much too brief. The online tutorial does a better job of describing SceneGraph construction, and uses the utility class SimpleUniverse as an alternative to constructing the View BranchGraph by hand. The chapters following the Introduction delve more deeply into the various Scene Graph objects and their construction. The book excels, however, at describing the finer points of Java 3D. Immediate-Mode Rendering, described in Chapter 13, gives the programmer the flexibility of drawing directly to the canvas and eliminates the need to construct the content portion of the scene graph. I'm surprised the book doesn't mention the SimpleUniverse class, because it's basically shown in the minimal scene graphs in Figures 8-2 and 13-1. Appendix C, which describes Java 3D's view model, will be particularly useful to those of you porting OpenGL programs to Java 3D. The appendix is a thorough treatise of the how's and why's of Java 3D's view model, including the little-known Compatibility Mode which supports traditional Camera-based views. Though the book is terse in parts and sometimes requires a bit of digging to find the more esoteric aspects of Java 3D, it is nevertheless an indispensable reference to have on hand.
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