» » Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science)

Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science) ePub download

by Frank Klawonn

  • Author: Frank Klawonn
  • ISBN: 1846288479
  • ISBN13: 978-1846288470
  • ePub: 1941 kb | FB2: 1166 kb
  • Language: English
  • Category: Computer Science
  • Publisher: Springer; 1st Edition. edition (February 11, 2008)
  • Pages: 304
  • Rating: 4.4/5
  • Votes: 116
  • Format: mobi lrf mbr txt
Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science) ePub download

This book does spend some time on Java 2D and 3D, but not so much as to be a book about those technologies

Frank Klawonn is a Professor in the Department of Computer Science and Head of the Data Analysis and Pattern Recognition Laboratory at Ostfalia University of Applied Sciences, Germany. This book does spend some time on Java 2D and 3D, but not so much as to be a book about those technologies. Instead there is just enough so that the author can focus on the real subject of the book - computer graphics techniques.

Presents a practical guide to basic computer graphics programming using Java 2D and 3.

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. Dr. Frank Klawonn is a Professor in the Department of Computer Science and Head of the Data Analysis and Pattern Recognition Laboratory at Ostfalia University of Applied Sciences, Germany.

is to train the student to talk to and to exam- To make the book useful for revision, I have put. Browse's.

1 OpenCV . Computer Vision with Java: Create multiplatform computer vision desktop and web applications using the combination of OpenCV and Java. OpenCV . Computer Vision with Java is a practical tutorial guide that explains fundamental tasks. Building a Game with Unity and Blender: Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas. is to train the student to talk to and to exam- To make the book useful for revision, I have put.

This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computerĀ . Using Java 2D and 3D. Authors: Klawonn, Frank.

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 th. Integrates both technical background and theory with practical examples and applications throughout. Focuses on Java 3D (and 2D).

A basic understanding of the key techniques in computer graphics canĀ . Frank Klawonn is a Professor in the Department of Computer Science an. .

A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications

Presents computer graphics theory and practice in integrated combination Frank Klawonn has many years of experience teaching computer graphics and coordinating application projects with companies.

Presents computer graphics theory and practice in integrated combination. Focuses on the increasingly used Java 3D (and 2D in the first section of the book). Uses many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises. Frank Klawonn has many years of experience teaching computer graphics and coordinating application projects with companies.

Introduction to Computer Graphics book. Start by marking Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science) as Want to Read: Want to Read savin. ant to Read.

Items related to Introduction to Computer Graphics: Using Java 2D an.Klawonn, Frank Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science). ISBN 13: 9781846288470. Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science).

Frank Klawonn has many years of experience teaching computer graphics and coordinating applicationĀ .

Frank Klawonn has many years of experience teaching computer graphics and coordinating application projects with companies. oceedings{ionTC, title {Introduction to Computer Graphics - Using Java 2D and 3D}, author {Frank Klawonn}, booktitle {Undergraduate Topics in Computer Science}, year {2008} }. Frank Klawonn. Published in Undergraduate Topics in Computer Science 2008. Computer graphics comprises the creation and representation of simple graphical elements and images, as well as modern techniques for rendering a virtual reality.

This book provides an introduction to the most important basic concepts of computer graphics. It couples the technical background and theory immediately with practical examples and applications. The reader can follow up the theory and then literally see the theory at work in numerous example programs. With only elementary knowledge of the programming language Java, the reader will be able to create his or her own images and animations immediately using Java 2D and Java 3D. A website for this book includes programs with source code, exercises with solutions and slides as teaching material.
Westened
Ugghhh. Almost anything would be better than this. The author of this trash ought to be the poster child for every public school teacher who has taught humanity that math is complicated and only causes confusion. This book appears to be written by someone who not only doesn't understand math, but can't even comprehend basic English. The sentences are largely tangled, schizoid gibberish. Even the most simple concepts (e.g. AffineTransforms) are obfuscated in inexplicable (and completely irrelevant) mathematical equations that add zero value towards explaining the underlying concept and serve only to confuse and confound. Every sentence in the book is constructed as to not only run on into meaninglessness, but actually head off in five or six directions at once. I wouldn't have believed it was possible to write this poorly if I hadn't actually purchased the book. Here's only on example:

"In order to represent also translations in matrix form, another representation of the coordinates of points is introduced. The next section will discuss this alternative representation called homogeneous coordinates in more detail."

Believe it or not, that's actually the most coherent paragraph in the book. This is the worst book I've ever read. Total waste of time and money.
Wanenai
This book does spend some time on Java 2D and 3D, but not so much as to be a book about those technologies. Instead there is just enough so that the author can focus on the real subject of the book - computer graphics techniques. Chapters 2, 3, and 4 cover fundamental aspects of the last part of the rendering pipeline focusing only on two-dimensional graphics.

Next the author focuses on modeling, representation, and rendering of three-dimensional virtual scenes and provides an introduction to Java 3D in parallel with this. Various techniques for the hidden line and hidden surface problems are described in chapter 7. Chapter 8 deals with generating photo-realistic effects like shading, shadows, and reflections. Chapter 9 covers selected topics such as special effects, interaction, and stereoscopic viewing which is necessary for understanding virtual reality applications.

There are plenty of illustrations in the book as well as exercises, and the author has a very conversational yet detailed writing style. I particularly like how the book builds from 2D to 3D methods. There are exercises at the end of each chapter making it a good selection for a textbook in a beginning class on the subject. It really isn't graduate material, but it would make a good undergraduate text. There are plenty of code snippets too. The author doesn't bog down the book in complete programs. That is really the domain of a book on Java itself, anyways. I recommend it.
WtePSeLNaGAyko
The author uses Java as a framework within which to teach graphics to an aspiring programmer. Java is useful because of its popularity and free availability on many platforms.

The exposition is straightforward. Simple operations that are expected in any graphics package. There are vector operations, involving positioning and drawing various geometric objects and text. All in 2 dimensions. The maths starts to get a little involved, when the text talks about translation, rotation and scaling. Hopefully, you have done an introductory course in matrix algebra.

There is also discourse on 3d graphics. Here, we move into the realm of virtual worlds. For some readers, this might be the main attraction. Where you get to model a 3d object and then render it.

The graphics facilities in Java are adequate. Not as fully fleshed out as OpenGL, perhaps. But for an introductory course in graphics, perfectly adequate. The reader should also be aware that there is little commercial game development in Java. Some people are attracted to computer graphics because they want to code games. Fine. And you can treat this book as a first text. Just know that most jobs in this field don't use Java.
E-Books Related to Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science):