Foundations of 3D graphics programming: using JOGL and Java3D
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London
Springer
2008
|
Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XVI, 386 S. Ill., graph. Darst. |
ISBN: | 9781848002838 9781848002845 |
Internformat
MARC
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020 | |a 9781848002845 |9 978-1-84800-284-5 | ||
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100 | 1 | |a Chen, Jim X. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Foundations of 3D graphics programming |b using JOGL and Java3D |c Jim X. Chen ; Chunyang Chen |
250 | |a 2. ed. | ||
264 | 1 | |a London |b Springer |c 2008 | |
300 | |a XVI, 386 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
630 | 0 | 4 | |a Java3D |
630 | 0 | 4 | |a OpenGL |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Java (Computer program language) | |
650 | 4 | |a Three-dimensional imaging | |
650 | 0 | 7 | |a Java 3D |0 (DE-588)4573808-7 |2 gnd |9 rswk-swf |
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689 | 1 | 2 | |a 3D-Grafik-Software |0 (DE-588)4605743-2 |D s |
689 | 1 | |8 1\p |5 DE-604 | |
700 | 1 | |a Chen, Chunyang |e Verfasser |4 aut | |
856 | 4 | 2 | |m HBZ Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016683620&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
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Datensatz im Suchindex
_version_ | 1804137936837410816 |
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adam_text | Contents
Preface v
Chapter 1
Introduction 1
1.1 Graphics Models and Libraries ------...-_. ]
1.2 OpenGL Programming in Java: JOGL ---------------------2
1.2.1 Setting Up Working Environment 3
1.2.2 Drawing a Point 7
1.2.3 Drawing Randomly Generated Points 9
1.2.4 Building an Executable JAR File 11
1.3 Frame Buffer, Scan-conversion, and Clipping------------13
1.3.1 Scan-converting Lines 14
1.3.2 Scan-converting Circles and Other Curves 21
1.3.3 Scan-converting Triangles and Polygons 22
1.3.4 Scan-converting Characters 30
1.3.5 Clipping: Points, Lines, and Polygons 31
1.4 Attributes andAntialiasing------------------------------------33
1.4.1 Area Sampling 34
1.4.2 Antialiasing a Line with Weighted Area Sampling 35
1.5 Double-bufferingfor Animation---------------------------- 40
1.6 Review Questions ------------------ 47
1.7 Programming Assignments---------------------------- — 48
Chapter 2
Transformation and Viewing 51
2.1 Geometrie Transformation ------------ — 51
2.2 2D Transformation-------------------------------... — 52
2.2.1 2D Translation 52
2.2.2 2D Rotation 53
2.2.3 2D Scaling 54
2.2.4 Simulating OpenGL Implementation 55
2.2.5 Composition of2D Transformations 63
2.3 3D Transformation and Hidden-Surface Removal------77
2.3.1 3D Translation, Rotation, and Scaling 77
2.3.2 Transformation in OpenGL 79
2.3.3 Hidden-Surface Removal 83
2.3.4 3D Models: Cone, Cylinder, and Sphere 85
2.3.5 Composition of3D Transformations 92
2.3.6 Collision Detection 102
2.4 Viewing -----------------------106
2.4.1 2D Viewing 106
2.4.2 3D Viewing 107
2.4.3 3D Clipping Against a Cube 111
2.4.4 Clipping Against an Arbitrary Plane 112
2.4.5 The Logical Orders of Transformation Steps 113
2.4.6 gluPerspective and gluLookAt 120
2.4.7 Multiple Viewports 123
2.5 Review Questions-----------------------------------------------129
2.6 Programming Assignments ----------------------------------131
Chapter 3
Color and Lighting 133
3.1 Color ....................... 133
3.1.1 RGB Mode and Index Mode 134
3.1.2 Eye Characteristics and Gamma Correction 135
3.2 Color Interpolation----------------------------------------------- 136
3.3 Lighting ...................... 138
3.3.1 Lighting Components 139
3.3.2 OpenGL Lighting Model ISO
3.4 Visible-Surface Shading------------------------------------------ 164
3.4.1 Back-Face Culling 164
3.4.2 Polygon Shading Models 166
3.4.3 Ray Tracing and Radiosity 169
5.5 Review Questions ----------------------------------------- 182
3.6 Programming Assignments------------------------------ 185
Chapter 4
Blending and Texture Mapping 187
4.1
4.2
4.3
Blending ...................
4.1.1 OpenGL Blending Factors
4.1.2 Transparency and Hidden-Surface Removal
4.1.3 Antialiasing
4.1.4 Fog
Images -
Texture Mapping
4.3.1 Pixel and Texel Relations
4.3.2 Texture Objects
4.3.3 Texture Coordinates
4.3.4 Levelsof Detail in Texture Mapping
4.4 Advanced Texture Mapping
187
190
191
198
199
201
204
205
209
209
215
217
4.4.1 Bump Mapping 217
4.4.2 Light Mapping 219
4.4.3 Environment Mapping 220
4.4.4 Automatic Texture Coordinates 222
4.4.5 Displacement Mapping 223
4.5 Review Questions----------------------------------------- — 224
4.6 Programming Assignments ------------------------------225
Chapter 5
Curved Models 22 7
5.1 Introduction----------------------------------------------------227
5.2 Quadratic Surfaces - -.......-------------------228
5.2.1 Sphere 228
5.2.2 Ellipsoid 229
5.2.3 Cone 230
5.2.4 Cylinder 230
5.2.5 Texture Mapping on GLU Models 231
5.3 Tori, Polyhedra, and Teapots in GLUT--------------------234
5.3.1 Tori 234
5.3.2 Polyhedra 234
5.3.3 Teapots 235
5.4 Cubic Curves ------.....-----------------.....238
5.4.1 Continuity Conditions 239
5.4.2 Hermite Curves 241
5.4.3 Bezier Curves 244
5.4.4 Natural Splines 249
5.4.5 B-splines 250
5.4.6 Non-uniform B-splines 253
5.4.7 NURBS 254
5.5 Bi-cubic Surfaces-----------------------------------------------255
5.5.1 Hermite Surfaces 255
5.5.2 Bezier Surfaces 257
5.5.3 B-spline Surfaces 261
Chapter 6
Chapter 7
5.6 Review Questions ----------------------------------------------------------267
5.7 ProgrammingAssignments ------------- 262
Vertex Shading, Pixel Shading, and Parallel Processing 263
6.1 Introduction------------------------------------------------- 263
6.2 ProgrammablePipelines---------------------------------- 264
6.3 OpenGLSL, Cg, and Microsoft HLSL -------------------266
6.3.1 Cg Basics 266
6.3.2 A Vertex Program 267
6.3.3 Transformation and Viewing 270
6.3.4 A Fragment Program 272
6.4 Parallel Processing and Cuda------------------------------ 276
6.5 Review Questions ---------------------------------------------278
6.6 Programming Assignments ---------------------------------279
Cg Programming 281
7.1 Introduction ------------------------------------.....- 281
7.2 Per-Vertex Lighting---------.............281
7.2.1 Vertex and Light Source Transformation 282
7.2.2 Vertex Normal Transformation 283
7.2.3 OpenGL Lighting Model 284
7.3 Per-Fragment Lighting--------------------------------------293
7.4 Per-Fragment Texture Mapping ----------------------------298
7.4.1 Texture Coordinates 298
7.4.2 Texture Objects 299
7.4.3 Texture and Lighting Blending 300
7.5 Per-Fragment Bump Mapping-------------------------------302
Chapter 8
Chapter 9
7.5.1 Bump Map Texture Coordinates 302
7.5.2 Bump Map Object 303
7.5.3 Normal Calculations 304
7.5.4 Fragment Lighting Calculations 305
7.6 Review Questions-------------------------------------------- — 308
7.7 Programming Assignments ._.._..-.---- 308
Programming in Java3D 309
8.1 Introduction.....-......---------------------309
8.2 Scene Graph -.......-----------------------------309
8.2.1 Setting Up Working Environment 311
8.2.2 Drawing a ColorCube Object 314
8.3 The SimpleUniverse ----------------- 315
8.4 Transformation---------------------------------------------------— 318
8.5 Multiple Scene Graph Branches--------------------- — 319
8.6 Animation ......----------------........322
8.7 Primitives - -...........---------------------326
8.8 Appearance---------------------------------------------- — 330
8.9 Texture Mapping-------------------------------------------- 333
8.10 Files and Loaders-----------------------------------------335
8.11 Summary ---------------------------------------------------337
8.12 Review Questions —-------------------------------— 337
8.13 Programming Assignments-------------------------------337
Advanced Topics 339
9.1 Introduction---------------------------------------------------339
9.2 Graphics Libraries-------------------------------------------- 340
9.3 Visualization --------------.....---------------------- 340
9.3.1 Interactive Visualization and Computational Steering 340
9.3.2 Data Visualization: Dimensions and Data Types 341
9.3.3 Parallel Coordinates 343
9.4 ModelingandRendering -------------- 344
9.4.1 Sweep Representations 345
9.4.2 Instances 345
9.4.3 Constructive Solid Geometry 345
9.4.4 Procedural Models 345
9.4.5 Fractals 346
9.4.6 Particle Systems 346
9.4.7 Image-based Modeling and Rendering 347
9.5 Animation and Simulation -------------- 348
9.5.1 Physics-based Modeling and Simulation: Triangulär
Polyhedra 350
9.5.2 Real-Time Animation and Simulation: A Spider Web 352
9.5.3 The Efficiencyof Modeling and Simulation 355
9.6 Virtual Reality -.......-.......... 356
9.6.1 Hardware and Software 357
9.6.2 Non-immersive Systems 357
9.6.3 Basic VR System Properties 358
9.6.4 VR Tools 358
9.6.5 VR Simulation Tools 359
9.6.6 Basic Functions in VR Tool 360
9.6.7 CharacteristicsofVR 360
9.7 Graphics on the Internet: Web3D .......... 361
9.7.1 Virtual Reality Modeling Language (VRML) 362
9.7.2 X3D 362
9.7.3 Java3D 362
9.8 3D File Formats ............-------------- 363
9.8.1 3D File Formats 363
9.8.2 3D Programming Tool Libraries 364
9.8.3 3D Authoring Tools 364
9.8.4 3D File Format Converters 364
9.8.5 Built-in and Plug-in VRML Exporters 365
9.9.1 Low-Level Graphics Libraries
9.9.2 Visualization
9.9.3 Modeling and Rendering
9.9.4 Animation and Simulation
9.9.5 Virtual Reality
9.9.6 Web3D
9.9.7 3D File Format Converters
9.8.6 Independent 3D File Format Converters 365
9.9 3D Graphics Software Tools .....-.......365
366
366
367
369
370
370
371
Appendix A
Basic Mathematics for 3D Computer Graphics 3 73
A.l Vector Operations - ---------------------------------- -373
A. 1.1 The Length and Direction 373
A.l.2 Addition and Subtraction 374
A. 1.3 Dot Product and Cross Product 375
A.l.4 Reflection 376
A.2 Matrix Operations ............-----------377
A.2.1 Transpose 377
A.2.2 Addition and Subtraction 378
A.2.3 Multiplications 379
A.2.4 Square Matrix and Inverse 380
Index 383
|
adam_txt |
Contents
Preface v
Chapter 1
Introduction 1
1.1 Graphics Models and Libraries ------.-_. ]
1.2 OpenGL Programming in Java: JOGL ---------------------2
1.2.1 Setting Up Working Environment 3
1.2.2 Drawing a Point 7
1.2.3 Drawing Randomly Generated Points 9
1.2.4 Building an Executable JAR File 11
1.3 Frame Buffer, Scan-conversion, and Clipping------------13
1.3.1 Scan-converting Lines 14
1.3.2 Scan-converting Circles and Other Curves 21
1.3.3 Scan-converting Triangles and Polygons 22
1.3.4 Scan-converting Characters 30
1.3.5 Clipping: Points, Lines, and Polygons 31
1.4 Attributes andAntialiasing------------------------------------33
1.4.1 Area Sampling 34
1.4.2 Antialiasing a Line with Weighted Area Sampling 35
1.5 Double-bufferingfor Animation---------------------------- 40
1.6 Review Questions ------------------ 47
1.7 Programming Assignments---------------------------- — 48
Chapter 2
Transformation and Viewing 51
2.1 Geometrie Transformation ------------ — 51
2.2 2D Transformation-------------------------------. — 52
2.2.1 2D Translation 52
2.2.2 2D Rotation 53
2.2.3 2D Scaling 54
2.2.4 Simulating OpenGL Implementation 55
2.2.5 Composition of2D Transformations 63
2.3 3D Transformation and Hidden-Surface Removal------77
2.3.1 3D Translation, Rotation, and Scaling 77
2.3.2 Transformation in OpenGL 79
2.3.3 Hidden-Surface Removal 83
2.3.4 3D Models: Cone, Cylinder, and Sphere 85
2.3.5 Composition of3D Transformations 92
2.3.6 Collision Detection 102
2.4 Viewing -----------------------106
2.4.1 2D Viewing 106
2.4.2 3D Viewing 107
2.4.3 3D Clipping Against a Cube 111
2.4.4 Clipping Against an Arbitrary Plane 112
2.4.5 The Logical Orders of Transformation Steps 113
2.4.6 gluPerspective and gluLookAt 120
2.4.7 Multiple Viewports 123
2.5 Review Questions-----------------------------------------------129
2.6 Programming Assignments ----------------------------------131
Chapter 3
Color and Lighting 133
3.1 Color . 133
3.1.1 RGB Mode and Index Mode 134
3.1.2 Eye Characteristics and Gamma Correction 135
3.2 Color Interpolation----------------------------------------------- 136
3.3 Lighting . 138
3.3.1 Lighting Components 139
3.3.2 OpenGL Lighting Model ISO
3.4 Visible-Surface Shading------------------------------------------ 164
3.4.1 Back-Face Culling 164
3.4.2 Polygon Shading Models 166
3.4.3 Ray Tracing and Radiosity 169
5.5 Review Questions ----------------------------------------- 182
3.6 Programming Assignments------------------------------ 185
Chapter 4
Blending and Texture Mapping 187
4.1
4.2
4.3
Blending .
4.1.1 OpenGL Blending Factors
4.1.2 Transparency and Hidden-Surface Removal
4.1.3 Antialiasing
4.1.4 Fog
Images -
Texture Mapping
4.3.1 Pixel and Texel Relations
4.3.2 Texture Objects
4.3.3 Texture Coordinates
4.3.4 Levelsof Detail in Texture Mapping
4.4 Advanced Texture Mapping
187
190
191
198
199
201
204
205
209
209
215
217
4.4.1 Bump Mapping 217
4.4.2 Light Mapping 219
4.4.3 Environment Mapping 220
4.4.4 Automatic Texture Coordinates 222
4.4.5 Displacement Mapping 223
4.5 Review Questions----------------------------------------- — 224
4.6 Programming Assignments ------------------------------225
Chapter 5
Curved Models 22 7
5.1 Introduction----------------------------------------------------227
5.2 Quadratic Surfaces - -.-------------------228
5.2.1 Sphere 228
5.2.2 Ellipsoid 229
5.2.3 Cone 230
5.2.4 Cylinder 230
5.2.5 Texture Mapping on GLU Models 231
5.3 Tori, Polyhedra, and Teapots in GLUT--------------------234
5.3.1 Tori 234
5.3.2 Polyhedra 234
5.3.3 Teapots 235
5.4 Cubic Curves ------.-----------------.238
5.4.1 Continuity Conditions 239
5.4.2 Hermite Curves 241
5.4.3 Bezier Curves 244
5.4.4 Natural Splines 249
5.4.5 B-splines 250
5.4.6 Non-uniform B-splines 253
5.4.7 NURBS 254
5.5 Bi-cubic Surfaces-----------------------------------------------255
5.5.1 Hermite Surfaces 255
5.5.2 Bezier Surfaces 257
5.5.3 B-spline Surfaces 261
Chapter 6
Chapter 7
5.6 Review Questions ----------------------------------------------------------267
5.7 ProgrammingAssignments ------------- 262
Vertex Shading, Pixel Shading, and Parallel Processing 263
6.1 Introduction------------------------------------------------- 263
6.2 ProgrammablePipelines---------------------------------- 264
6.3 OpenGLSL, Cg, and Microsoft HLSL -------------------266
6.3.1 Cg Basics 266
6.3.2 A Vertex Program 267
6.3.3 Transformation and Viewing 270
6.3.4 A Fragment Program 272
6.4 Parallel Processing and Cuda------------------------------ 276
6.5 Review Questions ---------------------------------------------278
6.6 Programming Assignments ---------------------------------279
Cg Programming 281
7.1 Introduction ------------------------------------.- 281
7.2 Per-Vertex Lighting---------.281
7.2.1 Vertex and Light Source Transformation 282
7.2.2 Vertex Normal Transformation 283
7.2.3 OpenGL Lighting Model 284
7.3 Per-Fragment Lighting--------------------------------------293
7.4 Per-Fragment Texture Mapping ----------------------------298
7.4.1 Texture Coordinates 298
7.4.2 Texture Objects 299
7.4.3 Texture and Lighting Blending 300
7.5 Per-Fragment Bump Mapping-------------------------------302
Chapter 8
Chapter 9
7.5.1 Bump Map Texture Coordinates 302
7.5.2 Bump Map Object 303
7.5.3 Normal Calculations 304
7.5.4 Fragment Lighting Calculations 305
7.6 Review Questions-------------------------------------------- — 308
7.7 Programming Assignments ._._.-.---- 308
Programming in Java3D 309
8.1 Introduction.-.---------------------309
8.2 Scene Graph -.-----------------------------309
8.2.1 Setting Up Working Environment 311
8.2.2 Drawing a ColorCube Object 314
8.3 The SimpleUniverse ----------------- 315
8.4 Transformation---------------------------------------------------— 318
8.5 Multiple Scene Graph Branches--------------------- — 319
8.6 Animation .----------------.322
8.7 Primitives - -.---------------------326
8.8 Appearance---------------------------------------------- — 330
8.9 Texture Mapping-------------------------------------------- 333
8.10 Files and Loaders-----------------------------------------335
8.11 Summary ---------------------------------------------------337
8.12 Review Questions —-------------------------------— 337
8.13 Programming Assignments-------------------------------337
Advanced Topics 339
9.1 Introduction---------------------------------------------------339
9.2 Graphics Libraries-------------------------------------------- 340
9.3 Visualization --------------.---------------------- 340
9.3.1 Interactive Visualization and Computational Steering 340
9.3.2 Data Visualization: Dimensions and Data Types 341
9.3.3 Parallel Coordinates 343
9.4 ModelingandRendering -------------- 344
9.4.1 Sweep Representations 345
9.4.2 Instances 345
9.4.3 Constructive Solid Geometry 345
9.4.4 Procedural Models 345
9.4.5 Fractals 346
9.4.6 Particle Systems 346
9.4.7 Image-based Modeling and Rendering 347
9.5 Animation and Simulation -------------- 348
9.5.1 Physics-based Modeling and Simulation: Triangulär
Polyhedra 350
9.5.2 Real-Time Animation and Simulation: A Spider Web 352
9.5.3 The Efficiencyof Modeling and Simulation 355
9.6 Virtual Reality -.-. 356
9.6.1 Hardware and Software 357
9.6.2 Non-immersive Systems 357
9.6.3 Basic VR System Properties 358
9.6.4 VR Tools 358
9.6.5 VR Simulation Tools 359
9.6.6 Basic Functions in VR Tool 360
9.6.7 CharacteristicsofVR 360
9.7 Graphics on the Internet: Web3D . 361
9.7.1 Virtual Reality Modeling Language (VRML) 362
9.7.2 X3D 362
9.7.3 Java3D 362
9.8 3D File Formats .-------------- 363
9.8.1 3D File Formats 363
9.8.2 3D Programming Tool Libraries 364
9.8.3 3D Authoring Tools 364
9.8.4 3D File Format Converters 364
9.8.5 Built-in and Plug-in VRML Exporters 365
9.9.1 Low-Level Graphics Libraries
9.9.2 Visualization
9.9.3 Modeling and Rendering
9.9.4 Animation and Simulation
9.9.5 Virtual Reality
9.9.6 Web3D
9.9.7 3D File Format Converters
9.8.6 Independent 3D File Format Converters 365
9.9 3D Graphics Software Tools .-.365
366
366
367
369
370
370
371
Appendix A
Basic Mathematics for 3D Computer Graphics 3 73
A.l Vector Operations - ---------------------------------- -373
A. 1.1 The Length and Direction 373
A.l.2 Addition and Subtraction 374
A. 1.3 Dot Product and Cross Product 375
A.l.4 Reflection 376
A.2 Matrix Operations .-----------377
A.2.1 Transpose 377
A.2.2 Addition and Subtraction 378
A.2.3 Multiplications 379
A.2.4 Square Matrix and Inverse 380
Index 383 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Chen, Jim X. Chen, Chunyang |
author_facet | Chen, Jim X. Chen, Chunyang |
author_role | aut aut |
author_sort | Chen, Jim X. |
author_variant | j x c jx jxc c c cc |
building | Verbundindex |
bvnumber | BV035014427 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 230 ST 320 |
classification_tum | DAT 757f |
ctrlnum | (OCoLC)227032500 (DE-599)BSZ281585296 |
dewey-full | 006.693 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.693 |
dewey-search | 006.693 |
dewey-sort | 16.693 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV035014427 |
illustrated | Illustrated |
index_date | 2024-07-02T21:44:57Z |
indexdate | 2024-07-09T21:20:13Z |
institution | BVB |
isbn | 9781848002838 9781848002845 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016683620 |
oclc_num | 227032500 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM DE-11 |
owner_facet | DE-91G DE-BY-TUM DE-11 |
physical | XVI, 386 S. Ill., graph. Darst. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Springer |
record_format | marc |
spelling | Chen, Jim X. Verfasser aut Foundations of 3D graphics programming using JOGL and Java3D Jim X. Chen ; Chunyang Chen 2. ed. London Springer 2008 XVI, 386 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Java3D OpenGL Computer graphics Java (Computer program language) Three-dimensional imaging Java 3D (DE-588)4573808-7 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf 3D-Grafik-Software (DE-588)4605743-2 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s DE-604 Java 3D (DE-588)4573808-7 s Programmierung (DE-588)4076370-5 s 3D-Grafik-Software (DE-588)4605743-2 s 1\p DE-604 Chen, Chunyang Verfasser aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016683620&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Chen, Jim X. Chen, Chunyang Foundations of 3D graphics programming using JOGL and Java3D Java3D OpenGL Computer graphics Java (Computer program language) Three-dimensional imaging Java 3D (DE-588)4573808-7 gnd Programmierung (DE-588)4076370-5 gnd 3D-Grafik-Software (DE-588)4605743-2 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4573808-7 (DE-588)4076370-5 (DE-588)4605743-2 (DE-588)4133691-4 |
title | Foundations of 3D graphics programming using JOGL and Java3D |
title_auth | Foundations of 3D graphics programming using JOGL and Java3D |
title_exact_search | Foundations of 3D graphics programming using JOGL and Java3D |
title_exact_search_txtP | Foundations of 3D graphics programming using JOGL and Java3D |
title_full | Foundations of 3D graphics programming using JOGL and Java3D Jim X. Chen ; Chunyang Chen |
title_fullStr | Foundations of 3D graphics programming using JOGL and Java3D Jim X. Chen ; Chunyang Chen |
title_full_unstemmed | Foundations of 3D graphics programming using JOGL and Java3D Jim X. Chen ; Chunyang Chen |
title_short | Foundations of 3D graphics programming |
title_sort | foundations of 3d graphics programming using jogl and java3d |
title_sub | using JOGL and Java3D |
topic | Java3D OpenGL Computer graphics Java (Computer program language) Three-dimensional imaging Java 3D (DE-588)4573808-7 gnd Programmierung (DE-588)4076370-5 gnd 3D-Grafik-Software (DE-588)4605743-2 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Java3D OpenGL Computer graphics Java (Computer program language) Three-dimensional imaging Java 3D Programmierung 3D-Grafik-Software Dreidimensionale Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016683620&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT chenjimx foundationsof3dgraphicsprogrammingusingjoglandjava3d AT chenchunyang foundationsof3dgraphicsprogrammingusingjoglandjava3d |