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007 | cr nn 008mamaa | ||
008 | 150903s2006 xxk| o |||| 0|eng d | ||
020 |
_a9781846285974 _99781846285974 |
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024 | 7 |
_a10.1007/1846285976 _2doi |
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035 | _avtls000343900 | ||
039 | 9 |
_a201509030752 _bVLOAD _c201404121012 _dVLOAD _c201404090750 _dVLOAD _y201402061243 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aT385 | |
100 | 1 |
_aChen, Jim X. _eautor _9322177 |
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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. |
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300 |
_axiv, 293 páginas 139 ilustraciones, 34 en color. _brecurso en línea. |
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336 |
_atexto _btxt _2rdacontent |
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337 |
_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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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 |
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710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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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) |
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