IN THIS CHAPTER
Revisiting the Java 3D Scene Graph
Recipe for Writing a Java 3D Application
Organizing the Scene Graph through BranchGroups
Grouping Scene Graph Elements
Adding Prebuilt Behaviors to the Scene Graph
Capability Bits
Using 3D Geometry
Texture Mapping
Backgrounds
Lighting
Fog
Adding 3D Sound
The Vector Math Library
Comprehensive Example #1: MR Physics Visualization
Comprehensive Example #2: Neuronal Spike Visualization
Programming an application in Java 3D requires setting up a scene graph. All scene graphs contain two essential elements; the content subgraph and the view subgraph. This chapter guides you through the process of creating these two fundamental scene graph elements and culminates with the beginning installments of two comprehensive examples.