Developing Graphics Frameworks with Java and OpenGL

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3D rendering techniques
A01=James Cona
A01=Lee Stemkoski
advanced GPU programming with Java
Algebra
Author_James Cona
Author_Lee Stemkoski
Category=UMKC
Category=UML
Color Buffer
Computer Graphics
Depth Texture
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eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Face Normal Vectors
Fragment Shader
GPU Program
Graph
Graphics Framework
Graphics Pipeline
Import Math
interactive visualisation
Java Class
Light and Shadow
lighting algorithms
LWJGL
matrix transformations
Normal Vectors
OpenGL Function
Postprocessing Effects
procedural texture generation
Public Class
Public Void
Public Void Initialize
RGB Color Value
scene graph architecture
Shader Code
Shadow Camera
Shadow Pass
Texture Coordinates
Textures
Uniform Float
Vec4 Color
Vertex Buffers
Vertex Colors
Vertex Shader

Product details

  • ISBN 9780367720698
  • Weight: 620g
  • Dimensions: 178 x 254mm
  • Publication Date: 22 Jun 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Developing Graphics Frameworks with Java and OpenGL shows you how to create software for rendering complete three-dimensional (3D) scenes. The book explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds.

You will learn how to combine the power of OpenGL, the most widely adopted cross-platform application programming interface (API) for graphics processing unit (GPU) programming, with the accessibility and versatility of the Java programming language.

Topics in this book include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting a scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework discussed throughout the book, you will gain a foundational knowledge that will allow you to adapt and extend that framework, leading to even more spectacular graphical results.

Author bios

Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming.

James Cona is an up-and-coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.

Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming.

James Cona is an up and coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.

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