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Computer graphics with Java
~
Rowe, Glenn
Computer graphics with Java
紀錄類型:
書目-電子資源 : 單行本
正題名/作者:
Computer graphics with Java/ Glenn W. Rowe.
作者:
Rowe, Glenn
出版者:
Houndmills, Basingstoke, Hampshire ;Palgrave,2001.
面頁冊數:
1 online resource (xiii, 335 pages) :illustrations.
標題:
Computer graphics. -
電子資源:
Click here for online access to this book (查閱全文) (EBSCO eBook)
ISBN:
1403907560
ISBN:
9781403907561
ISBN:
1280233834
ISBN:
9781280233838
Computer graphics with Java
Rowe, Glenn
Computer graphics with Java
[electronic resource] /Glenn W. Rowe. - Houndmills, Basingstoke, Hampshire ;Palgrave,2001. - 1 online resource (xiii, 335 pages) :illustrations. - Grassroots series. - Grassroots series (Palgrave (Firm)).
Includes bibliographical references and index.
Cover -- Table of Contents -- Preface -- 1. Two-dimensional graphics -- 1.1 Computer graphics -- 1.2 Digital and analog displays -- 1.3 Points and lines -- 1.4 Bresenham's algorithm -- 1.5 Java implementation of Bresenham's algorithm -- 1.6 Generating circles -- 1.7 Java code for circle generation -- 1.8 Plotting general curves"the ellipse -- 1.9 Line thickness -- 1.10 Line style -- 1.11 Polygons -- 1.12 Filling -- 1.13 Text and characters -- exercises -- 2. Two-dimensional transformations -- 2.1 Simple transformations -- 2.2 Affine transformations -- 2.3 Clipping -- 2.4 Antialiasing -- exercises -- 3. The Java 2D packages -- 3.1 The Java 2D model -- 3.2 Rendering graphics to various display devices -- 3.3 Graphics with Java?? -- 3.4 Filling and the Paint interface -- 3.5 Clipping -- 3.6 Line styles and the Stroke interface -- 3.7 Text -- exercises -- 4. Three-dimensional graphics: projections and transformations -- 4.1 Displaying three dimensions on a flat surface -- 4.2 Projections -- 4.3 Three-dimensional transformations -- 4.4 View volumes and clipping in three dimensions -- exercises -- 5. Java 3D"the basics -- 5.1 The Java 2D model -- 5.2 Scene graphs -- 5.3 A simple Java 2D program -- 5.4 Scene graph traversal -- 5.5 Java 2D transformations -- 5.6 Clipping planes and the view frustum -- 5.7 Locales and HiResCoords -- 5.8 Compiling a BranchGroup -- exercises -- 6. Creating geometry in Java 3D -- 6.1 Representing surfaces in three dimensions -- 6.2 Approximating a surface with polygons -- 6.3 Polygonal surfaces in Java 3D -- 6.4 The Appearance class -- 6.5 Strip arrays -- 6.6 Polygon orientation -- 6.7 Indexed arrays -- 6.8 Triangulation and the GeometryInfo class -- 6.9 Visible surface determination"the z-buffer -- 6.10 Text in Java 3D -- 6.11 Level of detail"varying quality with distance -- 6.12 Drawing general curves and surfaces"splines -- 6.13 Cubic splines -- 6.14 The computation of splines -- 6.15 Java code for drawing splines -- exercises -- 7. Surface rendering and lighting -- 7.1 Lighting -- 7.2 Representation of colour -- 7.3 The theory of lighting -- 7.4 Lighting in Java 3D -- 7.5 Lighting example"a chessboard -- 7.6 Textures -- Exercises -- 8. Interaction and animation -- 8.1 Events -- 8.2 Interacting with Java 2D -- 8.3 Interaction in Java 3D"the Behavior class -- 8.4 Utility interaction classes in Java 3D -- 8.5 Picking -- 8.6 Animation in two dimensions -- Index -- 8.7 Animation in Java 3D -- 8.8 Morphing -- 8.9 Detecting collisions -- 8.10 Example"the beginnings of a snooker game -- 8.11 Epilogue -- exercises.
With the recent explosion of interest into the development of both computer graphics and the Java programming language, there emerged a need for a student-orientated textbook that covered both of these fields. Whilst many of the textbooks within this field give an in-depth treatment of graphics theory, this title instead seeks to provide the reader with a concise survey of the more interesting graphical features (both 2 and 3 dimensional) that are currently available in Java and Java 3D.; The book assumes both a familiarity with the Java programming language and a working knowledge of basic mathematics, but no prior exposure to graphics theory is expected. Aimed at second and higher year undergraduates, this concise, manageable and practical text should provide students with an understanding of not only how to write graphics programs in Java, but also of how these programs work.
ISBN: 1403907560Subjects--Topical Terms:
146911
Computer graphics.
Index Terms--Genre/Form:
172687
Electronic books.
LC Class. No.: T385 / .R76 2001eb
Dewey Class. No.: 006.6/633
Computer graphics with Java
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Cover -- Table of Contents -- Preface -- 1. Two-dimensional graphics -- 1.1 Computer graphics -- 1.2 Digital and analog displays -- 1.3 Points and lines -- 1.4 Bresenham's algorithm -- 1.5 Java implementation of Bresenham's algorithm -- 1.6 Generating circles -- 1.7 Java code for circle generation -- 1.8 Plotting general curves"the ellipse -- 1.9 Line thickness -- 1.10 Line style -- 1.11 Polygons -- 1.12 Filling -- 1.13 Text and characters -- exercises -- 2. Two-dimensional transformations -- 2.1 Simple transformations -- 2.2 Affine transformations -- 2.3 Clipping -- 2.4 Antialiasing -- exercises -- 3. The Java 2D packages -- 3.1 The Java 2D model -- 3.2 Rendering graphics to various display devices -- 3.3 Graphics with Java?? -- 3.4 Filling and the Paint interface -- 3.5 Clipping -- 3.6 Line styles and the Stroke interface -- 3.7 Text -- exercises -- 4. Three-dimensional graphics: projections and transformations -- 4.1 Displaying three dimensions on a flat surface -- 4.2 Projections -- 4.3 Three-dimensional transformations -- 4.4 View volumes and clipping in three dimensions -- exercises -- 5. Java 3D"the basics -- 5.1 The Java 2D model -- 5.2 Scene graphs -- 5.3 A simple Java 2D program -- 5.4 Scene graph traversal -- 5.5 Java 2D transformations -- 5.6 Clipping planes and the view frustum -- 5.7 Locales and HiResCoords -- 5.8 Compiling a BranchGroup -- exercises -- 6. Creating geometry in Java 3D -- 6.1 Representing surfaces in three dimensions -- 6.2 Approximating a surface with polygons -- 6.3 Polygonal surfaces in Java 3D -- 6.4 The Appearance class -- 6.5 Strip arrays -- 6.6 Polygon orientation -- 6.7 Indexed arrays -- 6.8 Triangulation and the GeometryInfo class -- 6.9 Visible surface determination"the z-buffer -- 6.10 Text in Java 3D -- 6.11 Level of detail"varying quality with distance -- 6.12 Drawing general curves and surfaces"splines -- 6.13 Cubic splines -- 6.14 The computation of splines -- 6.15 Java code for drawing splines -- exercises -- 7. Surface rendering and lighting -- 7.1 Lighting -- 7.2 Representation of colour -- 7.3 The theory of lighting -- 7.4 Lighting in Java 3D -- 7.5 Lighting example"a chessboard -- 7.6 Textures -- Exercises -- 8. Interaction and animation -- 8.1 Events -- 8.2 Interacting with Java 2D -- 8.3 Interaction in Java 3D"the Behavior class -- 8.4 Utility interaction classes in Java 3D -- 8.5 Picking -- 8.6 Animation in two dimensions -- Index -- 8.7 Animation in Java 3D -- 8.8 Morphing -- 8.9 Detecting collisions -- 8.10 Example"the beginnings of a snooker game -- 8.11 Epilogue -- exercises.
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With the recent explosion of interest into the development of both computer graphics and the Java programming language, there emerged a need for a student-orientated textbook that covered both of these fields. Whilst many of the textbooks within this field give an in-depth treatment of graphics theory, this title instead seeks to provide the reader with a concise survey of the more interesting graphical features (both 2 and 3 dimensional) that are currently available in Java and Java 3D.; The book assumes both a familiarity with the Java programming language and a working knowledge of basic mathematics, but no prior exposure to graphics theory is expected. Aimed at second and higher year undergraduates, this concise, manageable and practical text should provide students with an understanding of not only how to write graphics programs in Java, but also of how these programs work.
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