Version 1.2, April 2000
 Preface  1 Introduction to Java 3D 1.1 Goals 1.2 Programming Paradigm 1.2.1 The Scene Graph Programming Model 1.2.2 Rendering Modes 1.2.3 Extensibility 1.3 High Performance 1.3.1 Layered Implementation 1.3.2 Target Hardware Platforms 1.4 Support for Building Applications and Applets 1.4.1 Browsers 1.4.2 Games 1.5 Overview of Java 3D Object Hierarchy 1.6 Structuring the Java 3D Program 1.6.1 Java 3D Application Scene Graph 1.6.2 Recipe for a Java 3D Program 1.6.3 HelloUniverse: A Sample Java 3D Program  2 Java 3D Concepts 2.1 Basic Scene Graph Concepts 2.1.1 Constructing a Simple Scene Graph 2.1.2 A Place For Scene Graphs 2.1.3 SimpleUniverse Utility 2.1.4 Processing a Scene Graph 2.2 Features of Java 3D 2.2.1 Bounds 2.2.2 Nodes 2.2.3 Live and/or Compiled  3 Scene Graph Basics 3.1 Scene Graph Structure 3.1.1 Spatial Separation 3.1.2 State Inheritance 3.1.3 Rendering 3.2 Scene Graph Objects 3.2.1 Node Objects 3.2.2 NodeComponent Objects 3.3 Scene Graph Superstructure Objects 3.3.1 VirtualUniverse Object 3.3.2 Locale Object 3.4 Scene Graph Viewing Objects 3.4.1 Canvas3D Object 3.4.2 Screen3D Object 3.4.3 View Object 3.4.4 PhysicalBody Object 3.4.5 PhysicalEnvironment Object  4 Scene Graph Superstructure 4.1 The Virtual Universe 4.2 Establishing a Scene 4.3 Loading a Virtual Universe 4.4 Coordinate Systems 4.5 High-Resolution Coordinates 4.5.1 Java 3D High-Resolution Coordinates 4.5.2 Java 3D Virtual World Coordinates 4.5.3 Details of High-Resolution Coordinates 4.6 API for Superstructure Objects 4.6.1 VirtualUniverse Object 4.6.2 Locale Object 4.6.3 HiResCoord Object  5 Group Node Objects 5.1 Group Node 5.2 BranchGroup Node 5.3 TransformGroup Node 5.4 OrderedGroup Node 5.5 DecalGroup Node 5.6 Switch Node 5.7 SharedGroup Node  6 Leaf Node Objects 6.1 Leaf Node 6.2 Shape3D Node 6.2.1 OrientedShape3D Node 6.3 BoundingLeaf Node 6.4 Background Node 6.5 Clip Node 6.6 ModelClip Node 6.7 Fog Node 6.7.1 ExponentialFog Node 6.7.2 LinearFog Node 6.8 Light Node 6.8.1 AmbientLight Node 6.8.2 DirectionalLight Node 6.8.3 PointLight Node 6.8.4 SpotLight Node 6.9 Sound Node 6.9.1 BackgroundSound Node 6.9.2 PointSound Node 6.9.3 ConeSound Node 6.10 Soundscape Node 6.11 ViewPlatform Node 6.12 Behavior Node 6.13 Morph Node 6.14 Link Node 6.15 AlternateAppearance Node  7 Reusing Scene Graphs 7.1 Sharing Subgraphs 7.1.1 SharedGroup Node 7.1.2 Link Leaf Node 7.2 Cloning Subgraphs 7.2.1 References to Node Component Objects 7.2.2 References to Other Scene Graph Nodes 7.2.3 Dangling References 7.2.4 Subclassing Nodes 7.2.5 NodeReferenceTable Object 7.2.6 Example User Behavior Node  8 Node Component Objects 8.1 Node Component Objects: Attributes 8.1.1 Alpha Object 8.1.2 Appearance Object 8.1.3 ColoringAttributes Object 8.1.4 LineAttributes Object 8.1.5 PointAttributes Object 8.1.6 PolygonAttributes Object 8.1.7 RenderingAttributes Object 8.1.8 TextureAttributes Object 8.1.9 TransparencyAttributes Object 8.1.10 Material Object 8.1.11 Texture Object 8.1.12 Texture2D Object 8.1.13 Texture3D Object 8.1.14 TexCoordGeneration Object 8.1.15 TextureUnitState Object 8.1.16 MediaContainer Object 8.1.17 AuralAttributes Object 8.1.18 ImageComponent Object 8.1.19 ImageComponent2D Object 8.1.20 ImageComponent3D Object 8.1.21 DepthComponent Object 8.1.22 DepthComponentFloat Object 8.1.23 DepthComponentInt Object 8.1.24 DepthComponentNative Object 8.1.25 Bounds Object 8.1.26 BoundingBox Object 8.1.27 BoundingSphere Object 8.1.28 BoundingPolytope Object 8.1.29 Transform3D Object 8.2 Node Component Objects: Geometry 8.2.1 GeometryArray Object 8.2.2 GeometryUpdater Interface 8.2.3 PointArray Object 8.2.4 LineArray Object 8.2.5 TriangleArray Object 8.2.6 QuadArray Object 8.2.7 GeometryStripArray Object 8.2.8 LineStripArray Object 8.2.9 TriangleStripArray Object 8.2.10 TriangleFanArray Object 8.2.11 IndexedGeometryArray Object 8.2.12 IndexedPointArray Object 8.2.13 IndexedLineArray Object 8.2.14 IndexedTriangleArray Object 8.2.15 IndexedQuadArray Object 8.2.16 IndexedGeometryStripArray Object 8.2.17 IndexedLineStripArray Object 8.2.18 IndexedTriangleStripArray Object 8.2.19 IndexedTriangleFanArray Object 8.2.20 CompressedGeometry Object 8.2.21 CompressedGeometryHeader Object 8.2.22 Raster Object 8.2.23 Font3D Object 8.2.24 FontExtrusion Object 8.2.25 Text3D Geometry Object 8.3 Math Component Objects 8.3.1 Tuple Objects 8.3.2 Matrix Objects  9 View Model 9.1 Why a New Model? 9.1.1 The Physical Environment Influences the View 9.2 Separation of Physical and Virtual 9.2.1 The Virtual World 9.2.2 The Physical World 9.3 The Objects That Define the View 9.4 ViewPlatform: A Place in the Virtual World 9.4.1 Moving through the Virtual World 9.4.2 Dropping in on a Favorite Place 9.4.3 View Attach Policy 9.4.4 Associating Geometry with a ViewPlatform 9.5 Generating a View 9.5.1 Composing Model and Viewing Transformations 9.5.2 Multiple Locales 9.6 A Minimal Environment 9.7 The View Object 9.7.1 Projection Policy 9.7.2 Clip Policies 9.7.3 Projection and Clip Parameters 9.7.4 Frame Start Time, Duration, and Number 9.7.5 View Traversal and Behavior Scheduling 9.7.6 Scene Antialiasing 9.7.7 Depth Buffer 9.8 The Screen3D Object 9.8.1 Off-Screen Rendering 9.9 The Canvas3D Object 9.9.1 Window System-Provided Parameters 9.9.2 Off-Screen Rendering 9.9.3 Other Canvas3D Parameters 9.9.4 GraphicsConfigTem-plate3D Object 9.10 The PhysicalBody Object 9.11 The PhysicalEnvironment Object  10 Behaviors and Interpolators 10.1 Behavior Object 10.1.1 Code Structure 10.1.2 WakeupCondition Object 10.1.3 WakeupCriterion Object 10.1.4 Composing WakeupCriterion Objects 10.2 Composing Behaviors 10.3 Scheduling 10.4 How Java 3D Performs Execution Culling 10.5 The Behavior API 10.5.1 The Behavior Node 10.5.2 WakeupCondition Object 10.5.3 The WakeupCriterion Objects 10.6 Interpolator Behaviors 10.6.1 Mapping Time to Alpha 10.6.2 Acceleration of Alpha 10.6.3 The Alpha Class 10.6.4 The Interpolator Base Class 10.6.5 PositionInterpolator Object 10.6.6 RotationInterpolator Object 10.6.7 ColorInterpolator Object 10.6.8 ScaleInterpolator Object 10.6.9 SwitchValueInterpolator Object 10.6.10 TransparencyInterpolator Object 10.6.11 PathInterpolator Object 10.6.12 PositionPathInterpolator Object 10.6.13 RotPosPathInterpolator Object 10.6.14 RotPosScalePathInterpolator Object 10.6.15 RotationPathInterpolator Object 10.7 Level-of-Detail Behaviors 10.7.1 LOD Object 10.7.2 DistanceLOD Object 10.8 Billboard Behavior  11 Input Devices and Picking 11.1 InputDevice Interface 11.1.1 The Abstract Interface 11.1.2 Instantiating and Registering a New Device 11.2 Sensors 11.2.1 Using and Assigning Sensors 11.2.2 Behind the (Sensor) Scenes 11.2.3 The Sensor Object 11.2.4 The SensorRead Object 11.3 Picking 11.3.1 SceneGraphPath Object 11.3.2 BranchGroup Node and Locale Node Pick Methods 11.3.3 PickShape Object 11.3.4 PickBounds Object 11.3.5 PickPoint Object 11.3.6 PickRay Object 11.3.7 PickSegment Object 11.3.8 PickCone Object 11.3.9 PickConeRay Object 11.3.10 PickConeSegment Object 11.3.11 PickCylinder Object 11.3.12 PickCylinderRay Object 11.3.13 PickCylinderSegment Object  12 Audio Devices 12.1 AudioDevice Interface 12.1.1 Initialization 12.1.2 Audio Playback 12.1.3 Device-Driver-Specific Data 12.2 AudioDevice3D Interface 12.3 Instantiating and Registering a New Device  13 Execution and Rendering Model 13.1 Three Major Rendering Modes 13.1.1 Immediate Mode 13.1.2 Retained Mode 13.1.3 Compiled-Retained Mode 13.2 Instantiating the Render Loop 13.2.1 An Application-Level Perspective 13.2.2 Retained and Compiled-Retained Rendering Modes  14 Immediate-Mode Rendering 14.1 Two Styles of Immediate-Mode Rendering 14.1.1 Pure Immediate-Mode Rendering 14.1.2 Mixed-Mode Rendering 14.2 Canvas3D Methods 14.3 API for Immediate Mode 14.3.1 GraphicsContext3D 14.3.2 J3DGraphics2D  A Math Objects A.1 Tuple Objects A.1.1 Tuple2d Class A.1.2 Tuple2f Class A.1.3 Tuple3b Class A.1.4 Tuple3d Class A.1.5 Tuple3f Class A.1.6 Tuple3i Class A.1.7 Tuple4b Class A.1.8 Tuple4d Class A.1.9 Tuple4f Class A.1.10 Tuple4i Class A.1.11 AxisAngle4d Class A.1.12 AxisAngle4f Class A.1.13 GVector Class A.2 Matrix Objects A.2.1 Matrix3f Class A.2.2 Matrix3d Class A.2.3 Matrix4f Class A.2.4 Matrix4d Class A.2.5 GMatrix Class  B 3D Geometry Compression B.1 Compression B.2 Decompression B.3 Appendix Organization B.4 Generalized Triangle Strip B.5 Generalized Triangle Mesh B.6 Position Representation and Quantization B.7 Color Representation and Quantization B.8 Normal Representation and Quantization B.8.1 Normals as Indices B.8.2 Normal Encoding Parameterization B.8.3 Special Warping Rules for Delta Normals B.9 Modified Huffman Encoding B.10 Compressed Geometry Instructions B.11 Bit Layout of Compressed Geometry Instructions B.12 Compressed Geometry Instruction Bit Details B.12.1 nop Instruction B.12.2 setState Instruction B.12.3 setTable Instruction B.12.4 mbr (meshBufferReference) Instruction B.12.5 Position Subinstruction B.12.6 Color Subinstruction B.12.7 Normal Subinstruction B.12.8 vertex Instruction B.12.9 setNormal Instruction B.12.10 setColor Instruction B.13 Semantics of Compressed Geometry Instructions B.13.1 Header and Body to Variable-Length Instruction B.13.2 Variable-Length Instruction to Instruction B.13.3 Delta Position to Position B.13.4 Delta Color to Color B.13.5 Encoded Delta Normal to Encoded Normal B.13.6 Encoded Normal to Rectilinear Normal B.14 Semantics of Vertices B.14.1 Instruction to Vertex B.14.2 Vertex to Intermediate Triangle B.14.3 Intermediate Triangle to Final Triangle B.15 Outline of Geometry Process B.15.1 Compressing Geometry Data B.15.2 Convert to Generalized Mesh Format B.15.3 Position B.15.4 Normals B.15.5 Colors B.15.6 Collect Delta Code Statistics B.15.7 Position Delta Code Statistics B.15.8 Color Delta Code Statistics B.15.9 Normal Delta Code Statistics B.15.10 Assign Huffman Tags B.15.11 Assemble the Pieces into a Bit Stream B.16 Compressed Geometry Assembly Syntax B.17 Compressed Geometry Instruction Verifier  C View Model Details C.1 An Overview of the Java 3D View Model C.2 Physical Environments and Their Effects C.2.1 A Head-Mounted Example C.2.2 A Room-Mounted Example C.2.3 Impact of Head Position and Orientation on the Camera C.3 The Coordinate Systems C.3.1 Room-Mounted Coordinate Systems C.3.2 Head-Mounted Coordinate Systems C.4 The ViewPlatform Object C.5 The View Object C.5.1 View Policy C.5.2 Screen Scale Policy C.5.3 Window Eyepoint Policy C.5.4 Monoscopic View Policy C.5.5 Visibility Policy C.5.6 Coexistence Centering Enable C.5.7 Eyepoint in Coexistence C.5.8 Sensors and Their Location in the Virtual World C.6 The Screen3D Object C.6.1 Screen3D Calibration Parameters C.6.2 Accessing and Changing Head Tracker Coordinates C.7 The Canvas3D Object C.7.1 Scene Antialiasing C.7.2 Accessing and Modifying an Eye's Image Plate Position C.7.3 Canvas Width and Height C.7.4 Monoscopic View Policy C.8 The PhysicalBody Object C.9 The PhysicalEnvironment Object C.10 Viewing in Head-Tracked Environments C.10.1 A Room-Mounted Display with Head Tracking C.10.2 A Head-Mounted Display with Head Tracking C.11 Compatibility Mode C.11.1 Overview of the Camera-Based View Model C.11.2 Using the Camera-Based View Model  D Exceptions D.1 BadTransformException D.2 CapabilityNotSetException D.3 DanglingReferenceException D.4 IllegalRenderingStateException D.5 IllegalSharingException D.6 MismatchedSizeException D.7 MultipleParentException D.8 RestrictedAccessException D.9 SceneGraphCycleException D.10 SingularMatrixException D.11 SoundException  E Equations E.1 Fog Equations E.2 Lighting Equations E.3 Sound Equations E.3.1 Headphone Playback Equations E.3.2 Speaker Playback Equations E.4 Texture Mapping Equations E.4.1 Texture Lookup E.4.2 Texture Application  F The Utility Packages F.1 The Utility Packages F.2 Package Overview F.3 audioengines Package F.4 audioengines.javasound Package F.5 loaders Package F.5.1 Interfaces F.5.2 Classes F.5.3 Exceptions F.6 loaders.lw3d Package F.7 loaders.objectfile Package F.8 utils.applet Package F.9 utils.behaviors.interpolators Package F.10 utils.behaviors.keyboard Package F.11 utils.behaviors.mouse Package F.11.1 Interfaces F.11.2 Classes F.12 utils.compression Package F.13 utils.geometry Package F.14 utils.image Package F.15 utils.picking Package F.16 utils.picking.behaviors Package F.16.1 Interfaces F.16.2 Classes F.17 utils.universe Package  G The Example Programs G.1 Introduction G.2 Running the Example Programs G.2.1 Running within a Browser G.2.2 Running within Appletviewer G.3 Program Descriptions G.3.1 AWT_Interaction G.3.2 AlternateAppearance G.3.3 Appearance G.3.4 AppearanceMixed G.3.5 Background G.3.6 Billboard G.3.7 ConicWorld G.3.8 FourByFour G.3.9 GearTest G.3.10 GeometryByReference G.3.11 GeometryCompression G.3.12 HelloUniverse G.3.13 LOD G.3.14 Lightwave G.3.15 ModelClip G.3.16 Morphing G.3.17 ObjLoad G.3.18 OffScreenCanvas3D G.3.19 OrientedShape3D G.3.20 PackageInfo G.3.21 PickTest G.3.22 PickText3D G.3.23 PlatformGeometry G.3.24 PureImmediate G.3.25 ReadRaster G.3.26 Sound G.3.27 SphereMotion G.3.28 SplineAnim G.3.29 Text2D G.3.30 Text3D G.3.31 TextureByReference G.3.32 TextureTest G.3.33 TickTockCollision G.3.34 TickTockPicking G.3.35 VirtualInputDevice  Glossary  Index Copyright © 2000, Sun Microsystems, Inc. All rights reserved.