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Foundations of 3D Graphics Programming: Using JOGL and Java3D Hardcover – 11 Aug 2006

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Product details

  • Hardcover: 293 pages
  • Publisher: Springer (11 Aug. 2006)
  • Language: English
  • ISBN-10: 1846281857
  • ISBN-13: 978-1846281853
  • Product Dimensions: 23.3 x 18.4 x 2.1 cm
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 3,164,238 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description


From the reviews of the second edition:

"This book is primarily a survey of the basic, traditional computer graphics topics taught in many algorithm-oriented computer graphics courses … . all of the example code provided in the textbook is written in Java, using OpenGL. … Since many institutions have moved to the Java programming language, this is a very reasonable choice. … Overall, I like the textbook … . chapters of the textbook constitute a typical one-semester introduction to a graphics overview course of 2D and 3D graphics (rendering side)." (J. Miller, ACM Computing Reviews, June, 2009)

--This text refers to an alternate Hardcover edition.

From the Back Cover

"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java."

Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member

Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility. And within the graphics community, the demand for producing exceptional 3D graphics in particular is almost a given.

This thoroughly updated and enhanced second edition of Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. This revised edition of the successful, reader-friendly text covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book.

Topics and Features:

• Presents 2 new chapters covering vertex shading, pixel shading and parallel processing, and Cg programming [NEW]

• Introduces a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming

• Contains additional new material, such as a look at advanced effects in Cg programming [NEW]

• Covers JOGL, a new vehicle of 3D graphics programming in Java, with extensive and complete examples

• Incorporates numerous practical examples and exercises

• Provides a new appendix for Basic Mathematics for 3D Graphics [NEW]

• Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java, with detailed example programs

• Provides readers with comprehensive samples in JOGL and Java3D

• Offers a supplementary website with updates, sample programs, figures, and useful weblinks and instructions for setting up the OpenGL programming environment

Written by a leader in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming, and as such is highly suitable for classroom use.

Key Topics

• Geometric Transformation

• Lighting and Shading

• Blending and Texture Mapping

• Curved Models

• Programming in Java 3D

• Animation and Simulation

• Vertex Shading and Parallel Processing

• Cg Programming

--This text refers to an alternate Hardcover edition.

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Most Helpful Customer Reviews

4 of 4 people found the following review helpful By Richard Jones on 8 Dec. 2007
Format: Hardcover Verified Purchase
For the most part, this book appears to be delivering the clarifications about 3d programming that I needed, but it falls down on delivery is many ways. Firstly, it is officially out of date already. The java libraries that it introduces have moved, and some of the method calls it documents have changed. It's up to the reader to go digging through the internet to find out what the examples should really say.

Second, there are significant omissions. For example, there is a code listing asking you to extend a previous code listing, except that said previous code listing does not appear in the book. Fortunately, it does appear on the author's website archive of the source code, so it's worth downloading that.

Thirdly, it gets moderately technical with regard to vector and matrix mathematics, but does not present this mathematics in a particularly easy to read manner, which often will result in you skipping over it in a "yeah, whatever" way.

Overall? I've given it a 3 because it does actually answer the questions about the nature of OpenGL proramming that I wanted answered, and fixing the authors' broken code is a neat challenge I suppose. Still, for the quality of the package (it's a nice looking book), I would have expected more from the content.
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2 of 2 people found the following review helpful By genki on 1 Feb. 2009
Format: Hardcover Verified Purchase
I was rather disappointed with this book.

The book seems to style itself as a university textbook, and so has a large amount of material about how you may write routines to handle things like line drawing, circle drawing, anti-aliasing etc from first principals, pixel-by-pixel, rather than introducing the library routines that do the same job far quicker. I also agree with the previous reviewer that there are passages of mathematics that it is all too easy to skip over, since they add very little.

I was actually looking for a graphics book that deals specifically with JOGL, rather than one of the many that deal with OpenGL, but actually the JOGL-specific material in this book is very sparse and new JOGL users would be able to get by just as well with an OpenGL book and a basic understanding of the JOGL-specific syntax which could be got from any web tutorial.

My biggest gripe with the book though was the programming examples - almost every example in the book is a class extended from an earlier example, all the way back to the very first example, and so they become a mess of inherited and overridden functionality. Because of this, picking up an example ad-hoc from the middle of the book is near impossible.

I would actually recommend OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1 which is a far better book (and I believe the text is even found on the web for free)
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Most Helpful Customer Reviews on (beta) 7 reviews
14 of 14 people found the following review helpful
More of a poorly written survey than a foundation of 3D graphics 1 Aug. 2006
By calvinnme - Published on
Format: Hardcover
This book is really a disappointment. In trying to get information on 3D graphics, JOGL, and Java3D all into one 300 page book, the authors have sacrificed vital information on all three topics. What you end up with is a condensed survey of "how to" formulas on pretty simple graphic tasks implemented in JOGL and Java3D, with no idea of the math and algorithms behind them and no real idea of the correct structure of programs written in Java3D or JOGL. Even the exercises are jokes, with some actually consisting of "match a function call in this list to an action in another list". The book is pretty good at describing beginner tasks such as installation details for JOGL and Java3D, but it is definitely downhill from there.

If you want to know about Java3D and JOGL, the best sources are on the web written by individuals that have wrestled with the details and documented them for the rest of us. For computer graphics beginners, I recommend "Fundamentals of Computer Graphics" by Peter Shirley. For a more advanced book on the subject try "3D Computer Graphics" by Alan Watt. Both of these books are non API-specific tutorials, which is what you need to get started. Since these books are rather expensive, a poor man's alternative is the Schaum's Outline on Computer Graphics, which is also non API-specific and quite good considering the low cost. For OpenGL, the latest edition of the "OpenGL Programming Guide" is essential. After all, JOGL is just a Java binding to OpenGL.

I know it is tempting for scientists and engineers who need to do computer graphics programming as part of their job to believe the authors' claim that this book is a shortcut to learning the essentials of this broad subject, but let me assure you there is no such thing.
11 of 11 people found the following review helpful
Not what I was expecting 20 Aug. 2006
By Jeff S. Crowder - Published on
Format: Hardcover
I was on the waiting list to buy this book before it was released. I was expecting some good intermediate information on JOGL that was along the lines of implementation and Graphics architecture concepts. Boy was I dissapointed. This is a survey of OPENGL not particularly JOGL. This is the kind of book a professor would assign a freshmen programmer to read. They went to far into the details of the matrix mathematics behind the graphics library instead of practical implementation. Dont get me wrong knowing how things work is a must but dont sell yourself as anything more than a survey of graphics programming.
9 of 9 people found the following review helpful
Worthless - DO NOT BUY 19 Jun. 2007
By Dan - Published on
Format: Hardcover
This book is of no avail to a student of computer graphics. Not only are the explanations in this book sorely incomplete, they are so poorly written that they require hours of careful examination to determine that they are incomplete. All throughout the book the author leads you on by making you think that you are about to be told something useful. You never are. Additionally, the code given in the book will often not compile or fail to execute properly. You will be very disappointed if you buy this book.
6 of 6 people found the following review helpful
Horrible book. Confusing and incomplete examples. Poor English. 10 Mar. 2007
By Nick - Published on
Format: Hardcover
This book was theoretically written to be a introduction to OpenGL using the cross platform JOGL bindings. It fails to accomplish this task by providing incomplete instructions to get JOGL working, and extremely confusing convoluted example code. I am a professional computer programmer, and rarely have I come across such bad code. Furthermore, the algorithms discussed in this book are explained by confusing code rather than in words. To top it off, the author(s) must not be fluent in English. I had to read many sentences over several times in order to understand the poor English.
1 of 1 people found the following review helpful
Not quite what I had expected 22 Feb. 2008
By TRAVIS BRANHAM - Published on
Format: Hardcover
I had expected more focus on the word "Foundations", but the brief introduction to output primitives was sorely lacking. For instance, they cover, in detail, the Bresenham line-drawing algorithm, but they completely ignore the midpoint-circle drawing algorithm; it would have been nice to see a Java implementation of this.

I was also disappointed that all of the code in the book is subclassed off of any previous code. This is OK in the first couple of examples, but, when one goes further through the text, it becomes difficult to determine just what methods they are calling in their code, and where they come from.

So, in short, the book should not be used as one's sole introduction to the fundamentals of graphics programming, but it might serve as a good counterpart to learn some Java-specific implementations.
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