Michael,
I don't know if this helps, but "Computer Graphics Using OpenGl" by F.S.
Hill, Jr. is a great book about computer graphics. I know that you would
ideally like to have a book on Java3D, but this book doesn't really
focus much on the API used. Instead, it focuses on the theory behind
computer graphics with all the mathematical equations and explanations
you can handle (good for beginners like me). Note: this book gives
very detailed explanations behind all of those equations we use in
computer graphics, but it does not give much help at all with the
programming. If you want to check it out, you should be able to get it
at Barnes and Noble or some local bookstore.
Go to this site to check out the book. If you look hard enough, you
might even find a free electronic copy on the web. (I bought mine for
$70 at Barnes and Noble)
http://www.pearsonptg.com/book_detail/0,3771,0023548568,00.html
cheers,
Lee
"Michael P. McCutcheon" wrote:
>
> Does anyone have any recommendations for a good math book that defines math
> related principals as they relate to 3D programming with Java3D?
>
> Does not have to be a Java3D book, but one that has stuff that is used with
> Java3D (ex. how to calculate rotation, matricies, etc.)
>
> I'm trying to do things like have a stationary camera that pans to watch a
> spaceship flying by, etc. How do I calculate the rotation to "point" to the
> spaceship?"
>
> Nothing to advanced, but I need to understand the math behind 3D graphics
> before I can make Java3D do what I want!
>
> Thanks,
>
> Mike
>
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