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Foundations of 3D Graphics Programming: Using JOGL and Java3D ハードカバー – イラスト付き, 2008/9/11
購入オプションとあわせ買い
- 本の長さ402ページ
- 言語英語
- 出版社Springer
- 発売日2008/9/11
- 寸法18.42 x 2.54 x 24.13 cm
- ISBN-101848002831
- ISBN-13978-1848002838
商品の説明
レビュー
From the reviews of the second edition:
"This book is primarily a survey of the basic, traditional computer graphics topics taught in many algorithm-oriented computer graphics courses … . all of the example code provided in the textbook is written in Java, using OpenGL. … Since many institutions have moved to the Java programming language, this is a very reasonable choice. … Overall, I like the textbook … . chapters of the textbook constitute a typical one-semester introduction to a graphics overview course of 2D and 3D graphics (rendering side)." (J. Miller, ACM Computing Reviews, June, 2009)
登録情報
- 出版社 : Springer; 2nd ed. 2008版 (2008/9/11)
- 発売日 : 2008/9/11
- 言語 : 英語
- ハードカバー : 402ページ
- ISBN-10 : 1848002831
- ISBN-13 : 978-1848002838
- 寸法 : 18.42 x 2.54 x 24.13 cm
- カスタマーレビュー:
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Second, there are significant omissions. For example, there is a code listing asking you to extend a previous code listing, except that said previous code listing does not appear in the book. Fortunately, it does appear on the author's website archive of the source code, so it's worth downloading that.
Thirdly, it gets moderately technical with regard to vector and matrix mathematics, but does not present this mathematics in a particularly easy to read manner, which often will result in you skipping over it in a "yeah, whatever" way.
Overall? I've given it a 3 because it does actually answer the questions about the nature of OpenGL proramming that I wanted answered, and fixing the authors' broken code is a neat challenge I suppose. Still, for the quality of the package (it's a nice looking book), I would have expected more from the content.
In my opinion, the internet does not provide a dependable supply of working examples for many effects and that is where this book shines, especially if you are new to the various foundation components that comprise OpenGL. So if you find yourself doing web searches and turning up snippets of OpenGL code that you aren't sure how to make work in the context of your program, this book might be a help to you.
It starts with the most basic skeleton for interfacing with JOGL and drawing points, then moves through basic drawing concepts (scaling, translation, rotation) for drawing more complex 3D shapes and on through lighting, blending and textures, bump maps and normal maps. Later in the book it also gives the basics of the modern programmable graphics pipelines using the Cg vertex and fragment shader languages.
Of course, you cannot get very far with 3D graphics without understanding a bit of the underlying math, and while this book does not overwhelm you with math, it does provide enough in key areas so that you can understand how to make various effects like lighting and animation look good.
I did not read the chapter on the Java3D library which abstracts out the OpenGL stuff via SUN/Oracle APIs, as my interests were solely in OpenGL/JOGL content.
The book seems to style itself as a university textbook, and so has a large amount of material about how you may write routines to handle things like line drawing, circle drawing, anti-aliasing etc from first principals, pixel-by-pixel, rather than introducing the library routines that do the same job far quicker. I also agree with the previous reviewer that there are passages of mathematics that it is all too easy to skip over, since they add very little.
I was actually looking for a graphics book that deals specifically with JOGL, rather than one of the many that deal with OpenGL, but actually the JOGL-specific material in this book is very sparse and new JOGL users would be able to get by just as well with an OpenGL book and a basic understanding of the JOGL-specific syntax which could be got from any web tutorial.
My biggest gripe with the book though was the programming examples - almost every example in the book is a class extended from an earlier example, all the way back to the very first example, and so they become a mess of inherited and overridden functionality. Because of this, picking up an example ad-hoc from the middle of the book is near impossible.
I would actually recommend OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1 which is a far better book (and I believe the text is even found on the web for free)