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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

3.9 5つ星のうち3.9 5個の評価

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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.
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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:
    3.9 5つ星のうち3.9 5個の評価

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Jim X. Chen
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Wade S. Schofield
5つ星のうち4.0 Good Book
2013年2月16日にアメリカ合衆国でレビュー済み
Amazonで購入
I'm still reading it for a course I am taking but it is well written and, more importantly, it gives code examples of concepts which really help me learn a topic more effectively. However, this is not a primer for Cg or OpenGl but instead uses those languages as tools to teach fundamental graphics concepts.
Richard Jones
5つ星のうち3.0 so near and yet so far
2007年12月8日に英国でレビュー済み
Amazonで購入
For the most part, this book appears to be delivering the clarifications about 3d programming that I needed, but it falls down on delivery is many ways. Firstly, it is officially out of date already. The java libraries that it introduces have moved, and some of the method calls it documents have changed. It's up to the reader to go digging through the internet to find out what the examples should really say.

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.
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csdev
5つ星のうち5.0 Goldmine of working Java OpenGL examples
2012年5月6日にアメリカ合衆国でレビュー済み
Amazonで購入
This book is an excellent introduction to all components of OpenGL, presented using the JOGL implementation of OpenGL for the Java platform.
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.
genki
5つ星のうち2.0 rather disappointing
2009年2月1日に英国でレビュー済み
Amazonで購入
I was rather disappointed with this book.

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)
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