Computer Graphics Programming in OpenGL with Java


Author: V. Scott Gordon,John L. Clevenger
Publisher: Stylus Publishing, LLC
ISBN: 1683920287
Category: Computers
Page: 346
View: 9557

Continue Reading →

This book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. The book is unique because it teaches OpenGL programming in Java, using JOGL – a standard Java “wrapper” for OpenGL’s native C calls. Includes companion files with source code and images. Features: * Covers OpenGL 4.0+ shader programming using Java. * Includes companion files with code, images from the book, and more * Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided. * Includes every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples. * Underlying OpenGL C calls are always exposed – the reader learns them.

Computer Graphics Programming in OpenGL with Java


Author: V. Scott Gordon,John L. Clevenger
Publisher: N.A
ISBN: 9781683920274
Category: Computers
Page: 346
View: 7335

Continue Reading →

This book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. It has been designed in a 4-color, "teach-yourself" format with numerous examples that the reader can run just as presented. The book is unique because it teaches OpenGL programming in Java, using JOGL - a standard Java "wrapper" for OpenGL's native C calls. Includes companion files with source code and images. Features: * Covers OpenGL 4.0+ shader programming using Java. * Includes companion files with code, images from the book, and more * Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided. * Includes every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples. * Underlying OpenGL C calls are always exposed - the reader learns them.

Computer Graphics Programming in OpenGL with JAVA


Author: V. Scott Gordon,John L. Clevenger
Publisher: Stylus Publishing, LLC
ISBN: 1683922204
Category: Computers
Page: 450
View: 3988

Continue Reading →

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations. It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh. Includes companion DVD with source code, models, textures, etc. used in the book. Features: • Includes new sections on implementing soft shadows, performance optimization, and updated tools and libraries such as the JOML math library and Nvidia’s Nsight. • Covers modern OpenGL 4.0+ shader programming in Java, using Windows or Mac. • Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided and fully explained. • Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.

Computer Graphics Programming in OpenGL with C++


Author: V. Scott Gordon,John L. Clevenger
Publisher: N.A
ISBN: 9781683922216
Category: Computers
Page: 450
View: 1349

Continue Reading →

This book provides step-by-step instruction on modern 3D graphics shader programming in C++ and OpenGL. It is appropriate for computer science undergraduate graphics programming courses and for professionals who are interested in mastering 3D graphics skills. It has been designed in a 4-color, "teach-yourself" format with numerous examples that the reader can run just as presented. The book is unique in its heavy emphasis on student learning, making the complex topic of shader programming as accessible as possible. Includes companion files with source code and images. Features: * Covers OpenGL 4.0+ shader programming using C++, using Windows or Mac. * Includes companion files with code, models, textures, images from the book, and more. * Illustrates every technique with complete running code examples. Everything needed to install and run every example is provided and fully explained. * Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples. * Explains how to install and use essential OpenGL libraries such as GLEW, GLFW, glm, and others, for both Windows and Mac.

Foundations of 3D Graphics Programming

Using JOGL and Java3D
Author: Jim X. Chen,Chunyang Chen
Publisher: Springer Science & Business Media
ISBN: 9781848002845
Category: Computers
Page: 386
View: 1331

Continue Reading →

OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.

Computer Graphics Using Java 2D and 3D


Author: Hong Zhang,Y. Daniel Liang
Publisher: Prentice Hall
ISBN: 0130351180
Category: Computers
Page: 462
View: 6069

Continue Reading →

This Java handbook makes a practical tutorial on Java 2D and Java 3D for computer professionals. It contains in-depth coverage of basic computer graphics concepts and techniques, and introduces advanced graphic features to an audience mostly trained in the Java language. Chapter topics include mathematical background for computer graphics, .geometric transformation, views, lighting and texturing, behavior and interaction, and animation.For computer programmers and engineers, data analysts, graphic designers/animators, and game developers.

Learning Java Bindings for OpenGL (JOGL)


Author: Gene Davis
Publisher: Author House
ISBN: 1468518143
Category: Computers
Page: 188
View: 5935

Continue Reading →

Now high end 3D graphics programming is available to the large community of Java programmers. Java Bindings for OpenGL (JOGL) brings the traditional OpenGL libraries to Java programmers. All the power of OpenGL can be accessed from a Java environment. Learning Java Bindings for OpenGL (JOGL) is a book for beginners. Whether you are new to Java or just new to JOGL this book is designed to allow an easy learning curve. The book is filled with example code. Many books on OpenGL or 3D programming start with a chapter that is easy to follow and quickly progress to topics too advanced for beginners. This results in much frustration for new programmers. This book is for beginners, from cover to cover! Inside you'll find introductory information on GLCanvas objects, animations, drawing geometric primitives, matrices, first person 3D movement, lighting, textures and much, much more. This is all presented at a reasonable pace for beginning JOGL programmers.

Introduction to Computer Graphics

Using Java 2D and 3D
Author: Frank Klawonn
Publisher: Springer Science & Business Media
ISBN: 1447127331
Category: Computers
Page: 253
View: 6400

Continue Reading →

This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website.

Computer Graphics for Java Programmers


Author: Leen Ammeraal,Kang Zhang
Publisher: Springer
ISBN: 3319633570
Category: Computers
Page: 387
View: 7194

Continue Reading →

This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.

Killer Game Programming in Java

Java Gaming & Graphics Programming
Author: Andrew Davison
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596552909
Category: Computers
Page: 998
View: 9144

Continue Reading →

Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0


Author: Romain Marucchi-Foino
Publisher: John Wiley & Sons
ISBN: 1119976278
Category: Computers
Page: 384
View: 7725

Continue Reading →

Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and thereis new market gap to fill that requires more graphicallysophisticated applications and games. Game and GraphicsProgramming for iOS and Android with OpenGL ES 2.0 quickly getsyou up to speed on understanding how powerful OpenGL ES 2.0technology is in creating apps and games for amusement andeffectiveness. Leading you through the development of a real-worldmobile app with live code, this text lets you work with all thebest features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry,lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics onembedded systems Addresses the principal technology for hardware-acceleratedgraphical rendering Game and Graphics Programming for iOS and Android with OpenGLES 2.0 offers important, need-to-know information if you'reinterested in striking a perfect balance between aesthetics andfunctionality in apps.

Java 3D Programming


Author: Daniel Selman
Publisher: Manning Publications
ISBN: 9781930110359
Category: Computers
Page: 376
View: 8498

Continue Reading →

Demonstrates Java 3D techniques, defines terminology, and explains how to use the programming language to create three-dimensional graphics applications.

Computer Graphics Programming in OpenGL with Java


Author: V. Scott Gordon,John L. Clevenger
Publisher: N.A
ISBN: 9781683922193
Category: Computers
Page: 450
View: 3602

Continue Reading →

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations. It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java. It has been designed in a 4-color, "teach-yourself" format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh. Includes companion DVD with source code, models, textures, etc. used in the book. Features: * Includes new sections on implementing soft shadows, performance optimization, and updated tools and libraries such as the JOML math library and Nvidia's Nsight. * Covers modern OpenGL 4.0+ shader programming in Java, using Windows or Mac. * Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided and fully explained. * Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.

Mobile 3D Graphics

with OpenGL ES and M3G
Author: Kari Pulli,Tomi Aarnio,Ville Miettinen,Kimmo Roimela,Jani Vaarala
Publisher: Elsevier
ISBN: 9780080555911
Category: Computers
Page: 464
View: 1491

Continue Reading →

Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile “This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. Written by experts at Nokia whose workshops at industry conferences are blockbusters The programs used in the examples are featured in thousands of professional courses each year

Computer Graphics Through OpenGL

From Theory to Experiments, Second Edition
Author: Sumanta Guha
Publisher: CRC Press
ISBN: 1498760597
Category: Computers
Page: 951
View: 7544

Continue Reading →

From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations. New to the Second Edition 30 more programs, 50 more experiments, and 50 more exercises Two new chapters on OpenGL 4.3 shaders and the programmable pipeline Coverage of: Vertex buffer and array objects Occlusion culling and queries and conditional rendering Texture matrices Multitexturing and texture combining Multisampling Point sprites Image and pixel manipulation Pixel buffer objects Shadow mapping Web Resource The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).

Interactive Computer Graphics

A Top-down Approach with WebGL
Author: Edward Angel,Dave Shreiner
Publisher: Addison-Wesley
ISBN: 9780133574845
Category: Computers
Page: 702
View: 8180

Continue Reading →

Interactive Computer Graphics with WebGL, Seventh Edition, is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals interested in computer animation and graphics using the latest version of WebGL. ¿ Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the Seventh Edition of Interactive Computer Graphics with WebGL.Thisis the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasizes application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. ¿¿ Teaching and Learning Experience This program will provide a better teaching and learning experience–for you and your students. It will help: Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics. Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-based–each application must provide at least a vertex shader and a fragment shader–but also a version that works within the latest web browsers.

OpenGL Superbible

Comprehensive Tutorial and Reference
Author: Graham Sellers,Richard S Wright Jr.,Nicholas Haemel
Publisher: Addison-Wesley Professional
ISBN: 0134193113
Category: Computers
Page: 880
View: 5992

Continue Reading →

OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.

Beginning OpenGL Game Programming


Author: Jason Darby
Publisher: Cengage Learning
ISBN: 1598637231
Category: Computers
Page: 320
View: 1449

Continue Reading →

Are you a beginning programmer just getting started in 3D graphics programming? If you’re comfortable programming in C++ and have a basic understanding of 3D math concepts, "Beginning OpenGL Game Programming, Second Edition" will get you started programmi

Computer Graphics, C Version


Author: Hearn
Publisher: Pearson Education India
ISBN: 9788177587654
Category:
Page: N.A
View: 8331

Continue Reading →

Reflecting the rapid expansion of the use of computer graphics and of C as a programming language of choice for implementation, this new version of the best-selling Hearn and Baker text converts all programming code into the C language. Assuming the reader has no prior familiarity with computer graphics, the authors present basic principles for design, use, and understanding of computer graphics systems. The authors are widely considered authorities in computer graphics, and are known for their accessible writing style.