000 03962nam a22003735i 4500
001 292025
003 MX-SnUAN
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007 cr nn 008mamaa
008 150903s2006 xxk| o |||| 0|eng d
020 _a9781846285974
_99781846285974
024 7 _a10.1007/1846285976
_2doi
035 _avtls000343900
039 9 _a201509030752
_bVLOAD
_c201404121012
_dVLOAD
_c201404090750
_dVLOAD
_y201402061243
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aChen, Jim X.
_eautor
_9322177
245 1 0 _aFoundations of 3D Graphics Programming :
_bUsing JOGL and Java3D /
_cby Jim X. Chen, Edward J. Wegman.
264 1 _aLondon :
_bSpringer London,
_c2006.
300 _axiv, 293 páginas 139 ilustraciones, 34 en color.
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aTransformation and Viewing -- Color and Lighting -- Blending and Texture Mapping -- Curved Models -- Programming in Java3D -- Advanced Topics.
520 _a"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java." Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility. And within the graphics community, the demand for producing exceptional 3D graphics in particular is almost a given. Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. The book covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book. Topics and Features: • Presents a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming • Covers JOGL, a new vehicle of 3D graphics programming in Java • Incorporates numerous practical examples and exercises • Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java • Provides readers with comprehensive samples in JOGL and Java3D • Offers a supplementary website with updates, sample programs, figures, and useful weblinks and instructions for setting up the OpenGL programming environment Written by two leaders in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aWegman, Edward J.
_eautor
_9323558
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781846281853
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/1-84628-597-6
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c292025
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