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Guiding programmers through the important design and implementation phases of developing a successful Java 3D application, this reference provides guidance on whether to use Java 3D, user interface design, geometry creation, scene manipulation, or final optimizations.
Distilling twelve months of using the Java 3D API for commercial projects, as well as discussions on the Java 3D e-mail list, experienced Java 3D developers will find helpful a resource containing the state-of-the-art in techniques and workarounds, while novice Java 3D developers will gain a insight into Java 3D development, and avoid the confusion and frustration of learning Java 3D techniques and terminology.
User review
not for a beginner
I agree with previous reviewers-- this book is not a whole lot different from Java tutorials. I'm a long-time java programmer, but with no 3d graphics experience. I found it difficult to pick up basic graphics concepts from this book. Thus, I bounced back and forth between this book, the java3d tutorials, and other tutorials I found on the internet. This book has some value in that it provides a handy reference for some aspects of java3d programming. But there are major gaps in explanation. For another option, try `Computer Graphics Using Java 2D and 3D` by Zhang/Liang.
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