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 ...

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