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E-raamat: Developing Graphics Frameworks with Java and OpenGL

  • Formaat: 308 pages
  • Ilmumisaeg: 22-Jun-2022
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000582123
  • Formaat - EPUB+DRM
  • Hind: 74,09 €*
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  • Formaat: 308 pages
  • Ilmumisaeg: 22-Jun-2022
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000582123

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Developing Graphics Frameworks with Java and OpenGL shows you how to create software for rendering complete three-dimensional (3D) scenes. The book explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds.

You will learn how to combine the power of OpenGL, the most widely adopted cross-platform application programming interface (API) for graphics processing unit (GPU) programming, with the accessibility and versatility of the Java programming language.

Topics in this book include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting a scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework discussed throughout the book, you will gain a foundational knowledge that will allow you to adapt and extend that framework, leading to even more spectacular graphical results.

Author bios

Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming.

James Cona is an up-and-coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.
About the Author ix
Chapter 1 Introduction to Computer Graphics 1(18)
1.1 Core Concepts And Vocabulary
2(5)
1.2 The Graphics Pipeline
7(7)
1.2.1 Application Stage
7(1)
1.2.2 Geometry Processing
8(2)
1.2.3 Rasterization
10(2)
1.2.4 Pixel Processing
12(2)
1.3 Setting Up A Development Environment
14(3)
1.4 Summary And Next Steps
17(2)
Chapter 2 Introduction to LWJGL and OpenGL 19(50)
2.1 Creating Windows With LWJGL
19(6)
2.2 Drawing A Point
25(11)
2.2.1 OpenGL Shading Language
25(3)
2.2.2 Compiling GPU Programs
28(5)
2.2.3 Rendering In The Application
33(3)
2.3 Drawing Shapes
36(15)
2.3.1 Using Vertex Buffers
36(2)
2.3.2 An Attribute Class
38(2)
2.3.3 Hexagons, Triangles, And Squares
40(7)
2.3.4 Passing Data Between Shaders
47(4)
2.4 Working With Uniform Data
51(12)
2.4.1 Introduction To Uniforms
51(1)
2.4.2 A Uniform Class
52(3)
2.4.3 Applications And Animations
55(8)
2.5 Adding Interactivity
63(5)
2.5.1 Keyboard Input With LWJGL
64(3)
2.5.2 Incorporating With Graphics Programs
67(1)
2.6 Summary And Next Steps
68(1)
Chapter 3 Matrix Algebra and Transformations 69(48)
3.1 Introduction To Vectors And Matrices
69(16)
3.1.1 Vector Definitions And Operations
70(3)
3.1.2 Linear Transformations And Matrices
73(9)
3.1.3 Vectors And Matrices In Higher Dimensions
82(3)
3.2 Geometric Transformations
85(16)
3.2.1 Scaling
85(1)
3.2.2 Rotation
86(4)
3.2.3 Translation
90(3)
3.2.4 Projections
93(5)
3.2.5 Local Transformations
98(3)
3.3 A Matrix Class
101(9)
3.4 Incorporating With Graphics Programs
110(6)
3.5 Summary And Next Steps
116(1)
Chapter 4 A Scene Graph Framework 117(60)
4.1 Overview Of Class Structure
119(2)
4.2 3D Objects
121(7)
4.2.1 Scene And Group
124(1)
4.2.2 Camera
125(1)
4.2.3 Mesh
126(2)
4.3 Geometry Objects
128(20)
4.3.1 Rectangles
129(2)
4.3.2 Boxes
131(3)
4.3.3 Polygons
134(2)
4.3.4 Parametric Surfaces And Planes
136(4)
4.3.5 Spheres And Related Surfaces
140(2)
4.3.6 Cylinders And Related Surfaces
142(6)
4.4 Material Objects
148(8)
4.4.1 Material Class
149(3)
4.4.2 Basic Materials
152(4)
4.5 Rendering Scenes With The Framework
156(5)
4.6 Custom Geometry And Material Objects
161(5)
4.7 Extra Components
166(8)
4.7.1 Axes And Grids
167(4)
4.7.2 Movement Rig
171(3)
4.8 Summary And Next Steps
174(3)
Chapter 5 Textures 177(60)
5.1 A Texture Class
177(7)
5.2 Texture Coordinates
184(5)
5.2.1 Rectangles
184(1)
5.2.2 Boxes
185(1)
5.2.3 Polygons
186(1)
5.2.4 Parametric Surfaces
187(2)
5.3 Using Textures In Shaders
189(4)
5.4 Rendering Scenes With Textures
193(3)
5.5 Animated Effects With Custom Shaders
196(5)
5.6 Procedurally Generated Textures
201(5)
5.7 Using Text In Scenes
206(14)
5.7.1 Billboarding
206(9)
5.7.2 Heads-Up Displays And Orthogonal Cameras
215(5)
5.8 Rendering Scenes To Textures
220(6)
5.9 Postprocessing
226(10)
5.10 Summary And Next Steps
236(1)
Chapter 6 Light and Shadow 237(58)
6.1 Introduction To Lighting
237(4)
6.2 Light Classes
241(3)
6.3 Normal Vectors
244(5)
6.3.1 Rectangles
244(1)
6.3.2 Boxes
244(1)
6.3.3 Polygons
245(1)
6.3.4 Parametric Surfaces
246(3)
6.4 Using Lights In Shaders
249(10)
6.4.1 Structs And Uniforms
250(2)
6.4.2 Light-Based Materials
252(7)
6.5 Rendering Scenes With Lights
259(3)
6.6 Extra Components
262(3)
6.7 Bump Mapping
265(4)
6.8 Bloom And Glow Effects
269(8)
6.9 Shadows
277(16)
6.9.1 Theoretical Background
277(4)
6.9.2 Adding Shadows To The Framework
281(12)
6.10 Summary And Next Steps
293(2)
Index 295
Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming.

James Cona is an up and coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.