Wow ... in response to Doug's email on his new book, I went to Amazon to
check out the price (in expensive US dollars, but nonetheless) and I found
some other interesting titles have only just recently come out. A similar
search only 3 months ago yielded not much choice in Java3d books. I guess
this means lots of people have seen the hole and made the jump at the same
time, which is great for the API.

So which one do we choose for our library? I would be interested in other
people's opinions on any of the following, if you have them. I know
sometimes people don't always put their thoughts down on Amazon ...

I guess this post and follow ups can be used as a reply to those occasional
requests for Java3d titles.

The books I found are:

Java3d Jump Start by Walsh and Gehringer published Aug 01
Essential Java3d fast by Palmer published Jun 01
Java 3d Programming by Selman published May 01

and there is this one too:
Core Java 3d by Walsh to be published Feb 03

and finally although not quite Java3d, I would be interested on thoughts on
these two too:
Building Imaging Applications with Java Technology (using AWT, J2d and JAI)
by Rodrigues published Jun 01
Digital Image Processing (a practical guide using Java) by Efford published
May 2000

Danke fur ihre zeit.

Gracias para su el tiempo.

Grazie per tua tempo.

Mercie pour vos temps.

Adrian



Doug Gehringer <[EMAIL PROTECTED]>@JAVA.SUN.COM> on 28/08/2001
06:06:00 AM

Please respond to Doug Gehringer <[EMAIL PROTECTED]>

Sent by:  Discussion list for Java 3D API <[EMAIL PROTECTED]>


To:   [EMAIL PROTECTED]
cc:
Subject:  [JAVA3D] New Java 3D book: Java 3D API Jump-Start


I am pleased to announce the availablity of a new Java 3D book:

                    Java 3D API Jump-Start
              By Aaron E. Walsh and Doug Gehringer

You can read about the book at its web site:

    http://web3dbooks.com/java3d/jumpstart

We wrote this book as a guide to getting started with Java 3D. It is
intended to give users a way to understand the many classes in Java 3D.
The entire API is covered with details about the features that most
programs use, and "need to know" information about less used features.
The concepts are explained using images and code snippets make it clear
what each feature does and how different features work together.

Many of the images in the book were created with the "Java 3D Explorer" a
set of programs that are freely available at the web site.  Using these
programs you can interactively explore the API as you read about each
feature.

Here is a brief summary of the layout of the book:

Chapter 1 Java 3D Overview:
Description of Java 3D.  Examples of applications being written using Java
3D.  How Java 3D compares to other graphics APIs and Java APIs.  How Java
3D
fits into the Java platform.

Chapter 2 Scene Graph Basics
Scene graph concepts. Scene graph classes.  How the scene graph is
interpreted. The kinds of grouping nodes and their uses.

Chapter 3 Creating and Loading Geometry
Creating low level geometry. Using geometry utilities. Loading geometry
(and
more) from files.

Chapter 4 Appearances
Basic Appearance concepts. Discussion of each of the appearance
components, including the components related to lighting, transparency and
texture mapping.

Chapter 5 Environment Nodes
Basic concepts, sections on each of the environment node types: Light,
Background, Fog, Sound, and Behavior.

Chapter 6 Tools: Transformation, Viewing and Picking
The components of transformations, combining transformations in a scene
graph.
Viewing concepts and classes, using behaviors to move the view, advanced
viewing concepts. Picking concepts, classes and uses.

I hope that this book becomes a valuable resource for the Java 3D
community.
Please send any comments to [EMAIL PROTECTED]

Doug Gehringer

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