“Introduction to Programming in Java 3D” by Sowizral, Bailey, Deering and Nadeau

  • ©Henry Sowizral, Michael F. Deering, and Dave (David) R. Nadeau



Entry Number: 37


    Introduction to Programming in Java 3D

Course Organizer(s):



    Intermediate-level knowledge of Java programming and a beginning understanding of 3D graphics concepts. No advanced math background required.

    Topics Covered
    Java 3D classes and methods for building 3D graphics applications, and low-level control of 3D rendering and viewing with head-mounted displays.

    Java 3D, a new cross-platform API for developing 3D graphics applications in Java, is designed to enable quick development of complex 3D applications, and at the same time enable fast and efficient implementations on a variety of platforms, from PCs to workstations. Using Java 3D, software developers can build cross-platform applications that build 3D scenes programmatically, or via loading 3D content from VRML, OBJ, and/or other external files. The Java 3D API includes a rich feature set for building shapes, composing behaviors, interacting with the user, and controlling rendering details. In this course, participants learned the concepts behind Java 3D, the Java 3D class hierarchy, typical usage patterns, how to avoid common mistakes, animation and scene design techniques, and tricks for increasing performance and realism.

Contents/Schedule PDF:

Contributed By:

    Mary Whitton


    Charles Babbage Institute Archives, University of Minnesota

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