Developing graphics frameworks with Java and OpenGL. (2022)
- Record Type:
- Book
- Title:
- Developing graphics frameworks with Java and OpenGL. (2022)
- Main Title:
- Developing graphics frameworks with Java and OpenGL
- Further Information:
- Note: Lee Stemkoski, James Cona.
- Authors:
- Stemkoski, Lee
Cona, James - Contents:
- About the Authors 1. Introduction to Computer Graphics 1.1 Core Concepts and Vocabulary 1.2 The Graphics Pipeline 1.2.1 Application Stage 1.2.2 Geometry Processing 1.2.3 Rasterization 1.2.4 Pixel Processing 1.3 Setting up a Development Environment 1.4 Summary and Next Steps 2. Introduction to LWJGL and OpenGL 2.1 Creating Windows with LWJGL 2.2 Drawing a Point 2.2.1 OpenGL Shading Language 2.2.2 Compiling GPU Programs 2.2.3 Rendering in the Application 2.3 Drawing Shapes 2.3.1 Using Vertex Buffers 2.3.2 An Attribute Class 2.3.3 Hexagons, Triangles and Squares 2.3.4 Passing Data Between Shaders 2.4 Working with Uniform Data 2.4.1 Introduction to Uniforms 2.4.2 A Uniform Class 2.4.3 Applications and Animations 2.5 Adding Interactivity 2.5.1 Keyboard Input with LWJGL 2.5.2 Incorporating with Graphics Programs 2.6 Summary and Next Steps 3. Matrix Algebra and Transformations 3.1 Introduction to Vectors and Matrices 3.1.1 Vector Definitions and Operations 3.1.2 Linear Transformations and Matrices 3.1.3 Vectors and Matrices in Higher Dimensions 3.2 Geometric Transformations 3.2.1 Scaling 3.2.2 Rotation 3.2.3 Translation 3.2.4 Projections 3.2.5 Local Transformations 3.3 A Matrix Class 3.4 Incorporating with Graphics Programs 3.5 Summary and Next Steps 4. A Scene Graph Framework 4.1 Overview of Class Structure 4.2 3D Objects 4.2.1 Scene and Group 4.2.2 Camera 4.2.3 Mesh 4.3 Geometry objects 4.3.1 Rectangles 4.3.2 Boxes 4.3.3 Polygons 4.3.4 Parametric Surfaces and Planes 4.3.5 SpheresAbout the Authors 1. Introduction to Computer Graphics 1.1 Core Concepts and Vocabulary 1.2 The Graphics Pipeline 1.2.1 Application Stage 1.2.2 Geometry Processing 1.2.3 Rasterization 1.2.4 Pixel Processing 1.3 Setting up a Development Environment 1.4 Summary and Next Steps 2. Introduction to LWJGL and OpenGL 2.1 Creating Windows with LWJGL 2.2 Drawing a Point 2.2.1 OpenGL Shading Language 2.2.2 Compiling GPU Programs 2.2.3 Rendering in the Application 2.3 Drawing Shapes 2.3.1 Using Vertex Buffers 2.3.2 An Attribute Class 2.3.3 Hexagons, Triangles and Squares 2.3.4 Passing Data Between Shaders 2.4 Working with Uniform Data 2.4.1 Introduction to Uniforms 2.4.2 A Uniform Class 2.4.3 Applications and Animations 2.5 Adding Interactivity 2.5.1 Keyboard Input with LWJGL 2.5.2 Incorporating with Graphics Programs 2.6 Summary and Next Steps 3. Matrix Algebra and Transformations 3.1 Introduction to Vectors and Matrices 3.1.1 Vector Definitions and Operations 3.1.2 Linear Transformations and Matrices 3.1.3 Vectors and Matrices in Higher Dimensions 3.2 Geometric Transformations 3.2.1 Scaling 3.2.2 Rotation 3.2.3 Translation 3.2.4 Projections 3.2.5 Local Transformations 3.3 A Matrix Class 3.4 Incorporating with Graphics Programs 3.5 Summary and Next Steps 4. A Scene Graph Framework 4.1 Overview of Class Structure 4.2 3D Objects 4.2.1 Scene and Group 4.2.2 Camera 4.2.3 Mesh 4.3 Geometry objects 4.3.1 Rectangles 4.3.2 Boxes 4.3.3 Polygons 4.3.4 Parametric Surfaces and Planes 4.3.5 Spheres and Related Surfaces 4.3.6 Cylinders and Related Surfaces 4.4 Material objects 4.4.1 Base Class 4.4.2 Basic Materials 4.5 Rendering Scenes 4.6 Custom Geometry and Material Objects 4.7 Extra Components 4.7.1 Axes and Grids 4.7.2 Movement Rig 4.8 Summary and Next Steps 5. Textures 5.1 A Texture Class 5.2 Texture Coordinates 5.2.1 Rectangles 5.2.2 Boxes 5.2.3 Polygons 5.2.4 Parametric Surfaces 5.3 Using Textures in Shaders 5.4 Rendering Scenes with Textures 5.5 Animated Effects with Custom Shaders 5.6 Procedurally Generated Textures 5.7 Using Text in Scenes 5.7.1 Billboarding 5.7.2 Heads-Up Displays and Orthogonal Cameras 5.8 Rendering Scenes to Textures 5.9 Post-Processing 5.10 Summary and Next Steps 6. Light and Shadow 6.1 Introduction to Lighting 6.2 Light Classes 6.3 Normal Vectors 6.3.1 Rectangles 6.3.2 Boxes 6.3.3 Polygons 6.3.4 Parametric Surfaces 6.4 Using Lights in Shaders 6.4.1 Structs and Uniforms 6.4.2 Light-Based Materials 6.5 Rendering Scenes with Lights 6.6 Extra Components 6.7 Bump Mapping 6.8 Bloom and Glow Effects 6.9 Shadows 6.9.1 Theoretical Background 6.9.2 Adding Shadows to the Framework 6.10 Summary and Next Steps Index … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2022
- Extent:
- 1 online resource, illustrations (black and white, and colour)
- Subjects:
- 006.6
Java (Computer program language)
Computer graphics -- Computer programs - Languages:
- English
- ISBNs:
- 9781000582123
9781000582079
9781003153375 - Related ISBNs:
- 9780367720834
9780367720698 - Notes:
- Note: Includes bibliographical references and index.
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- British Library HMNTS - ELD.DS.696835
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