Features
- Cover Type: Paperback with 632 pages
- Published by: Prentice Hall December 16, 2006
- Written in: English
- ISBN 10 Number: 0130351180
- ISBN 13 Number: 978-0130351180
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Book Dimensions:
9.9 x 7.9 x 0.9 inches
- Weighs: 1.8 pounds
Product Description
This Java handbook makes a practical tutorial on Java 2D and Java 3D for computer professionals. It contains in-depth coverage of basic computer graphics concepts and techniques, and introduces advanced graphic features to an audience mostly trained in the Java language.
Chapter topics include mathematical background for computer graphics, .geometric transformation, views, lighting and texturing, behavior and interaction, and animation.
For computer programmers and engineers, data analysts, graphic designers/animators, and game developers.
About The Author
Hong Zhang is Associate Professor of Computer Science at Armstrong Atlantic State University. His research interests include bioinformatics, medical computing, computer graphics, and image processing. He holds a Ph.D. from the University of Pittsburgh. Dr. Y. Daniel Liang is Yamacraw Professor of software Engineering at Armstrong Atlantic State University. His Prentice Hall books include Introduction to Java Programming and Introduction to C++ Programming. Liang holds a Ph.D. from the University of Oklahoma.
Reader Reviews
One of the authors has written several books on Java that were very good, so I was expecting something more than I have been seeing with academic-oriented computer graphics textbooks. So far, I have been quite pleased. The book does a good job of combining the teaching of computer graphics principles with enough of the fundamentals of programming in the Java 2D and Java 3D APIs to make the reader competent in being able to transfer his/her knowledge to other graphics APIs. However, there is just enough of the Java graphical APIs shown to establish basic competency in programming with them, so if what you are really seeking is great ability in Java 2D or Java 3D you should look for other sources of information. There are lots of Java programs demonstrating graphics principles included, just not a detailed explanation of the APIs involved. The only chapter that is a little off is the last one on additional 3D topics. I'm not sure why a section on sound was included in a text on graphics, other than because Java 3D has a sound engine, although it has always proved somewhat unreliable. The table of contents is as follows: Chapter 1. Overview of Computer Graphics 1.1 Introduction 1.2 Computer Graphics Systems and Related Fields 1.3 Java Programming Language 1.4 Java 2D and Java 3D Chapter 2. 2D Graphics: Basics 2.1 Introduction 2.1 Introduction 2.2 2D Rendering Process 2.3 2D Geometry and Coordinate Systems 2.4 The Graphics2D Class 2.5 Graphing Equations 2.6 Geometric Models 2.7 Constructive Area Geometry 2.8 General Path Chapter 3. 2D Graphics: Rendering Details 3.1 Introduction 3.2 Colors and Paints 3.3 Strokes 3.4 Affine Transformation 3.5 Compositions of Transformations 3.6 Transparency and Compositing Rules 3.7 Clipping 3.8 Text and Font Chapter 4. 2D Graphics: Advanced Topics 4.1 Introduction 4.2 Spline Curves 4.3 Custom Primitives 4.4 Image Processing 4.5 Creating Fractal Images 4.6 Animation 4.7 Printing Chapter 5. Basic 3D Graphics 5.1 Introduction 5.2 3D Rendering Process 5.3 Java 3D API Overview 5.4 Java 3D Scene Graphs 5.5 The Superstructure 5.6 The Nodes 5.7 The Node Components 5.8 The Structure of a Java 3D Program 5.9 Backgrounds and Bounds 5.10 Compiling Scene Graphs and Capacity Bits Chapter 6. Graphics Contents 6.1 Introduction 6.2 Points and Vectors 6.3 Geometry 6.4 GeometryInfo 6.5 Primitives 6.6 Fonts and Texts 6.7 Appearance and Attributes Chapter 7. Geometric Transformation 7.1 Introduction 7.2 3D Affine Transformations 7.3 Transformations in Scene Graphs 7.4 Composite Transforms 7.5 Constructing Geometries with Transformations Chapter 8. Views 8.1 Introduction 8.2 Projections 8.3 Specification of a View 8.4 Java 3D View Model 8.5 Picking 8.6 Head Tracking Chapter 9. Lighting and Texturing 9.1 Introduction 9.2 Lights 9.3 Illumination Models 9.4 Material 9.5 Atmospheric Attenuation and Depth Cueing 9.6 Texture Mapping 9.7 Texture Coordinates Generation Chapter 10. Behavior and Interaction 10.1 Introduction 10.2 Behavior 10.3 Interaction 10.4 Behavior and Picking Chapter 11. Animation 11.1 Introduction 11.2 Alpha Objects 11.3 Interpolators 11.4 Morphing 11.5 LOD 11.6 Billboard Chapter 12. Additional 3D Topics 12.1 Introduction 12.2 3D Curves 12.3 Surfaces 12.4 Sound 12.5 Shadows 12.6 Geometry Change 12.7 Off Screen Rendering 12.8 3D Textures
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