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Introduction to Computer Graphics

Using Java 2D and 3D

By Frank Klawonn

Introduction to Computer Graphics Cover Image

This book provides an introduction to the basic concepts of computer graphics. It couples the technical background and theory immediately with practical examples and applications. The reader can follow up the theory and then see the theory at work in example programs.

Full Description

  • ISBN13: 978-1-8462-8847-0
  • 304 Pages
  • User Level: Students
  • Publication Date: February 7, 2008
  • Available eBook Formats: PDF
  • eBook Price: $49.95
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Full Description
Computer graphics comprises the creation and representation of simple graphical elements and images as well as modern techniques for virtual reality. In order to apply computer graphics techniques correctly, a basic understanding of the fundamental concepts is required. This book provides an introduction to the most important basic concepts coupling the technical background and theory immediately with practical examples and applications. The reader can follow up the theory and then literally see the theory at work in numerous example programs. With only elementary knowledge of the programming language Java, the reader will be able to create his or her own images and animations immediately using Java 2D and Java 3D. Written for second year undergraduate and above students, this book will be an essential tool for those studying computer science and computer engineering. A website for this book includes programs with source code, exercises with solutions and slides as teaching material.
Table of Contents

Table of Contents

  1. Introduction.
  2. Basic principles of two
  3. dimensional graphics.
  4. Drawing lines and curves.
  5. Areas, text and colour.
  6. Basic principles of three
  7. dimensional graphics.
  8. Modelling three
  9. dimensional objects.
  10. Visible surface determination.
  11. Illumination and shading.
  12. Special effects and virtual reality.
  13. Appendix: Useful links.
  14. Appendix: Example programs.
  15. Appendix: References to Java 2D classes and methods.
  16. Appendix: References to Java 3D classes and methods.
  17. Bibliography.
  18. Index
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