By Jim X. Chen PhD, Edward J. Wegman PhD (auth.)
"A solid, concise special effects textbook masking 3D recommendations, crucial basics idea, and easy-to-follow OpenGL functional programming in Java."
Dr. Jack Bresenham, Retired IBM Senior Technical employees Member
Increasingly within the geographical regions of technology and undefined, special effects is a space of severe value and software. And in the portraits group, the call for for generating extraordinary 3D pix specifically is sort of a given.
Foundations of 3D photographs Programming is an leading edge shortcut to pictures concept and programming utilizing JOGL, a brand new automobile of 3D snap shots programming in Java. The ebook covers all photographs fundamentals and a number of other complex subject matters, in addition to a few uncomplicated techniques in Java programming in the event you at present are C/C++ programmers. particularly, it presents all of the center points of OpenGL programming in Java utilizing JOGL, in addition to concisely awarded special effects theories. furthermore, it makes use of a top-down method of lead the reader into programming and functions up-front. The content material approximately conception offers a high-level figuring out of all easy pictures, and of utilizing JOGL rather than enforcing a photos approach. motives are built-in with the pattern courses, that are in particular designed for studying and accompanying this book.
Topics and Features:
• offers a shortcut to 3D pictures conception, and serves as a concise advisor to either thought and programming
• Covers JOGL, a brand new motor vehicle of 3D portraits programming in Java
• accommodates a number of useful examples and exercises
• Introduces and describes Java3D, a shortcut to high-level 3D pics APIs in Java
• presents readers with finished samples in JOGL and Java3D
• bargains a supplementary web site with updates, pattern courses, figures, and necessary weblinks and directions for constructing the OpenGL programming environment
Written by way of leaders in 3D pix, digital adventure, and statistical facts visualization, this text/reference is a accomplished, but concise quantity meant for scientists and engineers who comprehend Java programming. in addition, it's a sturdy reference for C/C++ pictures programmers attracted to studying Java and JOGL. available for an interdisciplinary readership, this booklet calls for in basic terms easy wisdom of vector research and programming.
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Additional resources for Foundations of 3D Graphics Programming: Using JOGL and Java3D
However, they are used so often that we prefer saving the polygon shapes in a library called the font library. The polygons in the font library are not represented by vertices. Instead, they are represented by bitmap font images — each character is saved in a rectangular binary array of pixels, called a bitmap. The shapes in small bitmaps do not scale well. Therefore, more than one bitmap must be defined for a given character for different sizes and type faces. Bitmap fonts are loaded into a font cache (fast memory) to allow quick retrieval.
Please fill in the blanks between the two sides to connect the closest relations: a. frame buffer b. double-buffering c. event d. graphics library e. scan-conversion f. resolution g. 3D model ( ( ( ( ( ( ( ) ) ) ) ) ) ) 1. animation 2. pixmap for display 3. user input 4. distance between pixels 5. description of an object 6. basic graphics functions 7. drawing 3. What is provided by the Animator class in JOGL? a. calling reshape() c. calling display() repetitively b. implementing interface functions d.
However, the scaled shapes for different font sizes may not be pleasing to our eyes, and it takes more time to scan-convert the characters into the frame buffer. Although the idea is simple, accessing fonts is often platform-dependent. JOGL’s Class GLUT provides a simple platform-independent subset of bitmap and stroke font methods in 3D environment. glutBitmapCharacter() will draw a bitmap character at the current raster position. The current raster position is a point (x, y, z) in the viewing volume, which is specified by glRasterPos3f(x, y, z).