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Java 3D Book Index
This section contains references to books on 3D graphics with Java and other
books that may be useful when learning about 3D graphics programming in general.
Links to Amazon so we can earn a little spare cash to help pay for the site
maintenance.
OpenGL
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.4
By Woo et al (Published by Addison-Wesley, 2003, ISBN 0321173481).
Otherwise known as The Red Book. If you want to understand a lot of the
theory as well as some of the more esoteric parts of Java3D, this book will
help you out. It is a tutorial to OpenGL and covers almost all aspects of
the API in detail, with lots of examples. Make sure you purchase the 4th edition,
which is the updates for OpenGL 1.4.
OpenGL(R) 1.4 Reference Manual, 4th Edition
By Dave Shreiner (Published by Addison-Wesley, 2004, ISBN 032117383X). Compendium
to the Red Book, this is known as the Blue Book (for obvious reasons). Basic dead-tree
version of the OpenGL specification - every single function call and data type.
Very handy for when you get beyond learning and needing to just write the code.
OpenGL Shading Language
By Randi J Rost (Published by Addison-Wesley, 2004, ISBN 0321173481). Sibling
book to the Red Book, this covers all you need to know about the GL Shading Language.
From simple shaders to a complete specification of all the APIs available.
Java 3D
Reviews
English
- Java
3D Programming
, Selman, Manning Publications, Feb 2002, ISBN
1930110359 Book Homepage
-
Java 3D API Jump-Start
, Walsh & Gehringer, Prentice Hall, Aug 2001, ISBN
0130340766 Book Homepage
-
Essential Java 3d Fast : Developing 3d Graphics Applications in Java
,
Ian Palmer, Springer-Verlag, June 2001, ISBN 1852333944
- Java
3D API Specification, Second Edition
, Sowizral, Rushforth,
Deering, Addison-Wesley, May 26, 2000, ISBN 0201710412
- 3D
User Interfaces with Java 3D
, Barrilleaux, Manning Publications,
September 2000, ISBN 1884777902 Book
Homepage - Review
- Ready
to Run Java 3D
, Brown & Petersen, Wiley & Sons, May 1999, ISBN
0471317020
Chinese
- Java 3D Interactive 3D Programming (Chinese), Jie Zhang, International
Publishing Incoming and Exporting Company, ISBN 7115082316
Japanese
- The Java 3D API Specification is available from the publisher
ASCII Corportation. The prices is 6400 Yen.
General 3D Graphics
- Real-Time Rendering (2nd Ed)
by Tomas Moller and Eric Haines (published by A K Peters July 2002, ISBN 1568811829) -
this book is an excellent source for information
on 3D Graphics. This book would be excellent for those working directly
with OpenGL or designing an API like Java 3D. There are chapters on:
The Graphics Rendering Pipeline; Transforms (tons of Matrix stuff);
Visual Appearance (materials, lighting, transparency, fog, etc); Texturing;
Special Effects (motion blur, reflections, shadows, etc); Speed-Up Techniques
(culling, LOD, triangle strips, etc); Pipeline Optimization; Polygonal
Techniques; Intersection Test methods; Collision Detection; Graphics
Hardware; and appendices with useful Algebra and Trigonometry. (mini
review by John Wright, Starfire Research)
- Computer Graphics: Principles and Practice in C (2nd Ed)
by Foley, van Dam et al (published by Addison-Wesley, 1995, ISBN 0201848406).
The quintessential graphics programming bible.
This is the book that has been used as the basis of almost every beginner
computer graphics programming course. Last updated in 1995, so it is missing
some of the later techniques, but they're more advanced than what this book
covers anyway - which is the introductory material to 3D graphics techniques.
- The NURBS Book
by Piegl and Tiller. (published by Springer-Verlag 1997, ISBN 3540615458).
Complete coverage of spline based surfaces. Covers mainly the mathematical end
but plenty of hints and tips for creating real running code. Referenced as the
source for formulas and detailed information in many international standards
that include NURBS descriptions.
- 3D Computer Graphics
by Alan Watt (published by Addison-Wesley
Third Edition 2000, ISBN 0201398559) - much like "Real-Time Rendering".
Chapters: Fundamental Math; Representation and Modelling of 3D Objects
(including Bezier curves, b-spline, etc); Representation and Rendering; Graphics
Pipeline; Light; Mapping Techniques; Shadows; Global Illumination; Radiosity;
Ray Tracing; Volume Rendering; Anti-Aliasing; Colour; Image-based rendering
and photo-modeling; Animation. (mini review by John Wright, Starfire
Research)
- 3D Graphics File Formats
by Keith Rule (published by Addison Wesley 1996, ISBN 0201488353) -
this book gives some documentation of the common 3D formats
(VRML, RAW, OBJ, TrueSpace, DXF, 3DS, WTK-NFF, POVRay 2.2). This is
useful information if you are making your own loader. (mini review
by John Wright, Starfire Research)
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