Java 3D is near final release and has already created quite a stir in the Java graphics community. This month, Bill takes an in-depth look at the API and Sun's implementation. He shows you how to get started with the technology, what the current stumbling blocks are, and what to expect in the coming months. (4,700 words)
2. 3D graphics programming in Java: Part 2, Advanced Java 3D
Last month, Bill introduced you to the basic concepts of Java 3D programming. This month, he delves deeper into the API, performance optimizations, reuse of 3D content, and interoperability with VRML.
3. 3D graphics programming in Java, Part 3: OpenGL
The Magician Java-OpenGL binding, front-runner in the cross-platform Java binding-for-OpenGL standardization race, recently has been withdrawn from the market. Read about other choices on the market, and about the respective strengths and weaknesses of Java-OpenGL and Java 3D. Plus: Breaking news on jFree-D freeware, a new Java 3D implementation built on top of OpenGL. (3,700 words)
Java 3D is an extension to the Java 2 object library that enables a programmer to create 3D graphical representations of objects and virtual worlds. This article demonstrates three advanced Java 3D programming concepts: creation of a custom object that allows a user to fly through a virtual world with airplane-like controls, how to correctly use and implement Java 3D's level-of-detail (LOD) feature to allow navigation through a large, complex virtual world in real time, and how to decode and display terrain elevation data in DEM (digital elevation model) format available from the United States Geological Survey (USGS). The article concludes with a short discussion of lessons learned about Java 3D resource usage. (5,000 words; July 4, 2003)
5. 3D graphics programming in Java, Part 1: Java 3D
Java 3D is near final release and has already created quite a stir in the Java graphics community. This month, Bill takes an in-depth look at the API and Sun's implementation. He shows you how to get started with the technology, what the current stumbling blocks are, and what to expect in the coming months. (4,700 words)
6. 3D graphics programming in Java: Part 2, Advanced Java 3D
Last month, Bill introduced you to the basic concepts of Java 3D programming. This month, he delves deeper into the API, performance optimizations, reuse of 3D content, and interoperability with VRML.
7. 3D graphics programming in Java, Part 3: OpenGL
The Magician Java-OpenGL binding, front-runner in the cross-platform Java binding-for-OpenGL standardization race, recently has been withdrawn from the market. Read about other choices on the market, and about the respective strengths and weaknesses of Java-OpenGL and Java 3D. Plus: Breaking news on jFree-D freeware, a new Java 3D implementation built on top of OpenGL. (3,700 words)