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Foundations of 3D graphics programming: using JOGL and Java3D

2008

Abstract
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AI

This paper provides a comprehensive exploration of 3D graphics programming using JOGL (Java Binding for the OpenGL) and Java3D. It introduces fundamental concepts in graphics modeling and libraries, guides users through OpenGL programming in Java, and discusses techniques for antialiasing and double-buffering for animations. The text also delves into transformations, viewing, and the construction of curved models, highlighting both practical programming assignments and theoretical underpinnings in the context of modern graphics technology.

Key takeaways

  • OpenGL is a graphics library that we will integrate with the Java programming language to introduce graphics theory, programming, and applications.
  • OpenGL (JOGL) and Java functions are the interfaces between the application program and the graphics hardware ( Fig. 1.1).
  • That is, when writing the color of a pixel into the frame buffer, the graphics system can use a color retrieved from an image.
  • In our example, the points are the vertices of the texture, and the OpenGL system stretches or shrinks the texture to map exactly onto the polygon.
  • Today, 3D graphics tools, or simply 3D tools, facilitate powerful visual technologies, including visualization, modeling, rendering, animation, simulation, and virtual reality.