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A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts – and a knowledge of how they can be implemented in a particular programming language – is essential. Computer Graphics for Java Programmers, 2nd edition covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden–line elimination. Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready–to–run–programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self–study, it provides a perfect foundation for programming computer graphics using Java.
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"I would recommend Computer Graphics for Java Programmers." ––Computer Graphics Forum, March 2000
--This text refers to an out of print or unavailable edition of this title.
From the Back Cover
A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts – and a knowledge of how they can be implemented in a particular programming language – is essential. Computer Graphics for Java Programmers, 2nd edition covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden–line elimination. Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready–to–run–programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self–study, it provides a perfect foundation for programming computer graphics using Java.
The book is great for someone with some knowledge of Java programming. What I like best about this (I use it as a teaching aid) is the clear description of the mathematics, the theory behind the algorithm, and then demonstration program.
It covers the standard 2D algorithms and then moves onto the 3D rendering process - with object representation using polygon meshes. I feel enthusiastic about this book - i has the right level of theory and practical.
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:3.8 out of 5 stars 12 reviews
20 of 20 people found the following review helpful
4.0 out of 5 starsGeneral content well explained10 Jan 2000
By A Customer - Published on Amazon.com
Format:Paperback
The general fundamental concepts of graphics programming in 2D and 3D are covered and well explained. It covers mapping modes, primitive shape drawing algorithms, projecting from 2D to a 3D plane, using matrices to transform objects, hidden face/surface and hidden line elimination, handling polygons. It uses Java to implement the concepts discussed. Fortunately the book doesn't overlook the maths content of graphics programming. A course in linear algebra would be beneficial prior to reading this book. A course in Java is not necessary because the book is written in such a way as to convey an understanding of the general concepts so that you can use any language to solve the problems. The book is also written concisely. Words aren't wasted by the author telling you his life story like some other programming books I've read. Importantly, the book contains excercises at the end of each chapter as well as solutions to them.
If you're interested in rip and paste Java coding then you can use this book. If you're interested in understanding computer graphics then you can, fortunately, also use this book.
15 of 15 people found the following review helpful
5.0 out of 5 starsAn incredible introduction to graphics using Java24 Nov 1999
By A Customer - Published on Amazon.com
Format:Paperback
I first got hold of this book for a day in the library. I was upset that it appeared somewhat out-of-date and did not cover the Java3D API.
I was very wrong. Although Pre-Java3D API, Computer Graphics in Java does an extraordinary job of explaining 3D concepts and would serve as THE BEST textual reference possible in a college level graphics programming class.
Clear examples with lots of code.
When you learn the principles of 3D graphics using this book, purchase Pure JFC Swing ($15.99 SAMS, also lots of examples and clear code) and download the Java3D tutorial in PDF format from SUN's website (FREE). You will be ready to tackle Java3D with renewed vigor.
14 of 15 people found the following review helpful
2.0 out of 5 starsDecent writing, painful pricing21 Aug 2001
By Simeon H. K. Fitch - Published on Amazon.com
Format:Paperback
Although providing nice code examples and clearly explaining the mathemantics of standard computer graphics algorithms, its ~270 (paperback) pages do not cover the scope or detail of the ~1100 (hardcover) pages in "Computer Graphics" by Foley, van Damm, et al., which costs roughly the same amount. John Wiley & Sons needs to be brought to task on the pricing issue, as the high price really shadows the real value (and business opportinity) of the book. My conspiracy theory is that the publisher is aiming to market it as a text book where students can't counter being ripped off by a publisher endorced by a professor or university.