Chapter 11. Creating the Virtual World

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.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset