Sams java media APIs cross platform imaging media and visualization dec 2002 ISBN 0672320940

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Sams java media APIs cross platform imaging media and visualization dec 2002 ISBN 0672320940

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[ Team LiB ] [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] KeyFrameControl interface knots specifying 2nd kspace custom canvas for visualization drawKspace() method improving rendering overriding the update method in KspaceCanvas overview plotting data scanner trajectory setting up user interface visualization KspaceSpacePlot.java [ Team LiB ] Brought to You by [ Team LiB ] [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] ;BasicRecipeJ3D.java Part 2 of 4 2nd Part 3 of 4 Part 4 of 4 2D Cartesian space shapes vertices 2D arrays texels 2D image data stored in a 1D image array 2D interfaceion 3D interactions haptic wands Imersadesk rendering pipeline shapes vertices 3D culling execution culling 2nd occlusion culling 2nd view frustrum culling 3D geometry 3d geometry 3D geometry compression classes 2nd creating 2nd Appearance object 2nd Box class 2nd Cylinder class Sphere class GeometryInfo class 2nd loaders 2nd Loader Interface 2nd native file format 2nd 3rd 4th 5th programming GeometryArray class 2nd 3rd 4th 5th 6th 7th 8th 9th index-based Raster class strip-based 2nd Text3D class vertex-based 2nd 3rd 4th raster geometry 2nd text 2nd updating live geometry 2nd 3D graphics 2nd 3rd 4x4 matrix culling 2nd 3rd frustum geometric modeling 2nd 3rd 4th immersion interactive light models model space viewing particle systems rasterization rendering pipeline 2nd 3rd 4th 5th screen space shading shadow models spatial transformations 2nd 3rd 4th 5th 6th texture mapping 2nd thread sheduling View model 2nd 3rd viewing volume 3D interaction 2nd alpha objects 2nd 3rd 4th 5th knots 2nd Behavior class 2nd 3rd Billboard extension 2nd 3rd 4th Boolean WakeupCriteria 2nd culling initialize() method 2nd postId() method 2nd 3rd 4th 5th 6th processStimulus() method 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th collision detection 2nd 3rd collision avoidance example 2nd 3rd 4th CollisionBehavior.java 2nd 3rd CollisionDetection.java 2nd interpolators 2nd 3rd 4th InterpolationPlotter.java example 2nd sensors 2nd 3rd 4th 5th 6th 7th 8th 9th 10th LOD 2nd navigation 2nd 3rd 4th picking 2nd 3rd examples 2nd 3rd 4th 5th 6th objects 2nd 3rd 4th 3D models creating 3D scene graphs 2nd 3D sound 2nd 3rd 4th 5th 6th 3D text 2nd 3D utilities unjaring 3D view model advantages 2nd coordinate systems as camera model 2nd 3rd 4th Cave Automatic Virtual Environment (CAVE) system 2nd 3rd 4th 5th 6th examples ShowJ3DGraphics.java 2nd 3rd 4th 5th 6th policies 2nd View 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th remote telepresence robot 2nd 3rd adding head tracking to 2nd robot views 2nd stereo viewing 2nd 3rd StereoRecipdeJ3D.java transforms attaching reference frames to renderers 2nd head-mounted 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd room-mounted 2nd 3rd 4th 4x4 matrix 3D graphics [ Team LiB ] [ Team LiB ] [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] Absolute operator abstraction scene graphs acceleration, native JAI 2nd accelerations hardware triangles accumulation buffer ActiveReceiveStreamEvent acyclic GradientPaint objects Adaptive Differential Pulse Code Modulation (ADPCM) format adaptive meshing 2nd Add operator AddCollection operator AddConst operator addController() method addresses RTP sessions 2nd addressing broadcast multi-unicast multicast unicast addTarget() method RTPManager class addTileObserver method ADPCM format (Adaptive Differential Pulse Code Modulation) Affine operator affine transformation affine transformations listing AffineImageOp class AffineTransformation class methods AffineTransformOp class 2nd 3rd 4th AffineTransformOp method algorithms backfaces hidden surface removal (HSR) occlusion culling image-precision insidefaces object-precision terrain rendering (ROAM example) 2nd 3rd 4th adaptive meshing 2nd geo-mipmapping image tiling in JAI 2nd 3rd 4th 5th 6th 7th 8th 9th 10th integrating data structures with scenegraphs Landscape class BranchGroup 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th triangle bintrees 2nd z-buffer Allen, Danette allowSearch parameters alpha components filtering alpha objects animation 2nd 3rd 4th 5th knots 2nd alpha values AlphaComposite object setting composite attributes AlphaWorks Web site Ambient Scattering interactions light models AmbientLight class 2nd 3rd 4th 5th 6th And operator AndConst operator angles Euler right projections AnimatedTextureJ3D.java 2nd 3rd animation alpha objects 2nd 3rd 4th 5th knots 2nd interpolators 2nd 3rd InterpolationPlotter.java example 2nd animations double buffering rotational quarternions textures texture-by-reference feature Texture-by-Reference feature 2nd 3rd APIs (application programming interfaces) (Application Programming Interfaces) (EDIT out) graphics interactive 2nd object-oriented 3D 2nd scene graph 2nd integration 2nd J2ME Multimedia Java Sound packages JMF audio content types and formats capabilities classes extending and interfacing with other APIs features of JMStudio levels of usage processing programming paradigms structure time 2nd time-based media video content types and formats JMF [See JMF] low-level 3D graphics platform independent scene graphs Swing heavyweight components 2nd 3rd 4th 5th 6th 7th 8th lightweight components 2nd 3rd 4th 5th 6th 7th 8th Appearance object 2nd Applet class imageUpdate method application programming interfaces [See APIs] Application Specific packets ApplicationEvent applications acknowledging SPI classes BasicRecipeJ3D.java 2nd 3rd 4th 5th BasicRecipeJ3D.java listings BasicRecipeJ3D.java Part 2 of 4 2nd Part 3 of 4 Part 4 of 4 Canvas3D class graphics writing JMFCustomizer MediaStatistics application example PlayerOfMedia example 2nd requirements 2nd RTP scene graphics [See scene graphs] architectures media Area class area operators JAI class 2nd 3rd creating borders 2nd 3rd 4th 5th 6th 7th 8th 9th AreaOpImage class arrays 2D texels AffineTransform image filtering kernels ParameterBlock object 2nd aspect ratio image scaling attached head tracking attributes clipping path composite Stroke audio capturing RTP synchronizing Players 2nd audio [See sound] AudioFormat class Autodesk 3D Studio solid surface models wireframe models AVT Working Group (Audio-Video Transport Working Group) AWT (Java Advanced Windowing Toolkit package) Java 2D API AWT Component objects AWTImage operator AxisBody.java 2nd 3rd [ Team LiB ] [ Team LiB ] [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] backfaces algorithms backgrounds 2nd colors geometry 2nd images multiple BadMix.java 2nd bandCombine method (OtherPointOperatorsTester.java) 2nd BandCombine operator BandCombineOp class BandedSample technique BandedSampleModel subclass bandSelect method (OtherPointOperatorsTester.java) 2nd BandSelect operator bandwidth requirements at different sampling rates video requirements BasicHMDSetup.java BasicPickBehavior.java 2nd 3rd BasicPicking.java 2nd BasicRecipeJ2D.java output BasicRecipeJ3D.java 2nd 3rd scene graph BasicRecipeJ3D; BasicStroke objects BBPApplet 2nd timing information output Behavior class 2nd 3rd Billboard extension 2nd 3rd 4th culling methods Boolean WakeupCriteria 2nd initialize() 2nd 3rd postId() 2nd 3rd 4th 5th 6th processStimulus() 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th BehaviorPostEx.java 2nd 3rd behaviors adding to scene graphs 2nd Billboard extension (Behavior class) 2nd 3rd 4th binary space partition tree (BSP) bindings low-level bintrees 2nd Bishop, Gary bitmaps BitRatecontrol interface bits capability optimization BMP operator Boolean operations scheduling trees Boolean WakeupCriteria Behavior class 2nd Border operator 2nd 3rd 4th 5th 6th 7th 8th 9th 10th borders creating 2nd 3rd 4th 5th 6th 7th 8th 9th BordersAndBorderExtenders.java 2nd 3rd BorderTester.java 2nd 3rd 4th 5th bounds testing Box class 2nd BoxFilter operator 2nd branches content Group nodes 2nd 3rd scene graphs BranchGroup object 2nd 3rd organizing scene graphs 2nd 3rd Content graph 2nd 3rd 4th 5th View graph 2nd 3rd BranchGroups holders subgraphs broadcast 2nd cloning and merging for transmission BSP (binary space partition tree) Buffer objects codecs BufferControl interface BufferedImage integration with VideoRenderer interface 2nd 3rd extending Texture2D 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th BufferedImage class 2nd 3rd 4th loading graphics 2nd 3rd BufferedImage object file operators 2nd 3rd 4th 5th 6th converting images 2nd reading unformatted images 2nd 3rd BufferedImageOp interface 2nd AffineTransformOp class 2nd 3rd 4th BufferedImages types BufferedImageTextureJ3D.java 2nd buffering double buffers accumulation color framebuffers depth framebuffers jitter stencil buffers [See also framebuffer] BufferToImage class building scene graphs Bye packets Byrne, Paul [ Team LiB ] [ Team LiB ] [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] CachedTextureTileGenerator class 2nd camera models 3D view model as 2nd 3rd 4th Canvas class extendint to application frame Canvas3D class Canvas3D.stopRender() method capability bits 2nd optimization CaptureDevice class CaptureDevice interface captureDeviceInfo class CaptureDeviceInfo class CaptureDeviceManager CaptureDeviceManager class ListCaptureDevices application example CaptureDeviceManager classes (JMF) CaptureDeviceManger class capturing media CaptureDevice interface CaptureDeviceInfo class CaptureDeviceManager class 2nd JMF process JMRegistry/JMStudio SimpleRecorder application 2nd capturing media Cartesian coordiantes 2nd Cartesian space CAVE (Cave Automatic Virtual Environment (CAVE) system) 2nd 3rd 4th 5th 6th Cave Automatic Virtual Environment (CAVE) system 2nd 3rd 4th 5th 6th ch5ImageMetadata ch5ImageReader ch5ImageReaderSpi ch5ImageWriter ch5ImageWriterSpi ch5StreamMetadata ch6Display.java 2nd 3rd chaining processing media chains (TransformGroups) changeScenes() method characters pairing with attributes CheckAlignment operator CheckAlignmentDescriptor 2nd CheckAlignmentOpImage 2nd CheckAlignmentRIF.java 2nd CheckAlignmentTester 2nd CIEXYZ color space Cinepak CLAMP mode Clamp operator 2nd 3rd clamping ParameterBlock object 2nd classes Applet AreaOpImage Behavior 2nd 3rd Billboard extension 2nd 3rd 4th Boolean WakeupCriteria 2nd culling initialize() method 2nd 3rd T2angle[ii] += 0.045*(T2Weight+vecprop.g MRVector tmpTG = (MRVector)targetTG.getC if (vecprop.getVecType() == "mnet") { System.out.println("Mnet encountered; } Transform3D rot = new Transform3D(); //System.out.println("T2Angle: " + T2ang tmpTG.getTransform(rot); rot.rotY(T2angle[ii]); tmpTG.setTransform(rot); //targetTG.setChild(tmpTG,ii); //System.out.println("vectype: " + vecp } } this.wakeupOn(new WakeupOnAWTEvent(KeyEvent.KEY_P } } Note that the T2StarBehavior retrieves the MRVectorProperties of each vector and uses that to compute a rotational transform In the next chapter, we will add scaling of Mnet as well as more complex Behaviors for modeling the physic behavior of the voxel Chapter 9 RTP and Advanced Time-Based Media Topics IN THIS CHAPTER What's RTP? RTP with the JMF Extending the JMF JMFCustomizer Synchronization The JMF in Conjunction with other APIs Java Sound Future Directions for the JMF This is the third of three chapters concerning time-based media (typically sound and video) and Java (chiefly the JMF: Java Media Framework) Although the previous two chapters present an introduction to, and then details of, the JMF, this chapter covers more advanced topics in the field of time-based media processing in Java The greater portion of the chapter concerns the JMF in two areas The first area is that of real-time streaming of media in the JMF via RTP (Real-Time Transport Protocol) This enables applications such as video-conferencing or Web broadcasts to be written using the JMF The section discusses the basics of RTP before covering the JMF classes that provide the necessary support The second area concerns extending the JMF by implementing one or more of the various interfaces that are the true core of the JMF Finally, indications of how the JMF can be connected to other Java APIs or platform features and classes are given However, a portion of the chapter doesn't concern the JMF at all, but other Java APIs concerned with time-based media In particular, Java Sounda core (as of Java 1.3) platform API dealing with sampled and MIDI soundis briefly addressed Integrating the JMF with other Java APIs also is covered before the chapter concludes by examining the future of the JMF …and Render Something After setting the rendering context with any of the previous methods, it is time to complete the recipe and request a rendering of a shape, line, or image This final step is accomplished with one of several methods contained in the Graphics2D object For this chapter we will primarily use the draw(), drawLine(),drawString(), and fill() methods, but keep in mind that many other drawing methods exist You should examine the Graphics2D documentation at this time: http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics2D.html Part III: Visualization and Virtual Environments: The Java 3D API IN THIS PART 10 3D Graphics, Virtual Reality, and Visualization 11 Creating and Viewing the Virtual World 12 Interaction with the Virtual World 13 Advanced Topics: The View Model and I/O Devices Part II: Time-Based Media: The Java Media Framework IN THIS PART 7 Time-Based Media and the JMF: An Introduction 8 Controlling and Processing Media with JMF 9 RTP and Advanced Time-Based Media Topics Chapter 12 Interaction with the Virtual World IN THIS CHAPTER Types of 3D User Interaction The Behavior Class Picking Navigation Collision Detection and Avoidance Level of Detail Using Swing with Java 3D The BillboardBehavior Animation Through Interpolators and Alpha Objects Introduction to Sensors All the Java 3D programs presented so far have been rather poor from an interaction standpoint While trying to shield you from the details, we have used several Behaviors that allow us to do enough interaction to examine the scene graph, but our focus so far has been on getting the content into the scene We now turn our attention to the important topic of humancomputer interaction with 3D content Chapter 10 3D Graphics, Virtual Reality, and Visualization IN THIS CHAPTER What Is 3D? The Java 3D Scene Graph Inside the Rendering Pipeline Thread Scheduling Geometric Modeling Reducing Unnecessary Rendering Through Culling Spatial Transformation The Java 3D View Model Particle Systems Texture Mapping Modeling Light and Shadows User Interaction in 3D Space Unjarring the Java 3D Utilities Immersive virtual environments and 3D data visualization are among the major goals of computer graphics This chapter introduces the concepts behind the way that 3D works The basic process is to create a model in a 3D mathematical space, define a viewing volume in that space, and project the objects within the viewing volume onto a 2D plane for rendering Having a basic understanding of the fundamentals of 3D presented in this chapter will make the remaining chapters of this section on the Java 3D API more accessible 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 installments of two comprehensive examples Part I: 2D Graphics and Imaging on the Java Platform: The Java 2D, Java Advanced Imaging, and Java Image I/O APIs IN THIS PART 2 Imaging and Graphics on the Java Platform 3 Graphics Programming with the Java 2D API 4 The Immediate Mode Imaging Model 5 Image I/O Package 6 Java Advanced Imaging Chapter 14 Integrating the Java Media APIs IN THIS CHAPTER Integrated Applications JMF-J3D Interactions: Prototype for a Streaming 3D Chat Room ROAM: Java-JAI-J3D Image Tiling Example A benefit of developing software in any one of the Java Media APIs lies in having the other Media APIs available for use Indeed, the entire Java platform is available for writing an application Many of the examples we have developed so far have made use of other Java components for user interactions (slider bars, buttons, and the like) as well as file I/O, communications, and networking None, however, have specifically integrated multiple Media APIs This chapter concludes our exploration of the Java Media APIs by giving examples of Media APIMedia API interactions Chapter 6 Java Advanced Imaging IN THIS CHAPTER Introduction JAI Image Classes The JAI Class JAI IO Advanced Topics Chapter 1 Visualization, Media, and Imaging on the Java Platform IN THIS CHAPTER 3D Modeling and Visualization with Java 3D The Java Media Framework Loading and Manipulating Images ... multiple BadMix .java 2nd bandCombine method (OtherPointOperatorsTester .java) 2nd BandCombine operator BandCombineOp class BandedSample technique BandedSampleModel subclass bandSelect method (OtherPointOperatorsTester .java) ... 2nd java. awt.RenderingHints class 2nd java. beans.PropertyChangeEvent class 2nd 3rd 4th 5th 6th java. media. jai.JAIRMIImageServer 2nd 3rd 4th 5th 6th 7th javax .media. jai.PlanarImage javax .media. jai.PlanarImage class... bandSelect method (OtherPointOperatorsTester .java) 2nd BandSelect operator bandwidth requirements at different sampling rates video requirements BasicHMDSetup .java BasicPickBehavior .java 2nd 3rd BasicPicking .java 2nd BasicRecipeJ2D.java

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Mục lục

    Chapter 13. The Java 3D View Model

    Chapter 2. Imaging and Graphics on the Java Platform

    Chapter 4. Immediate Mode Imaging Model

    Chapter 3. Graphics Programming with the Java 2D API

    Chapter 8. Controlling and Processing Media with JMF

    Chapter 5. Image I/O API

    Chapter 7. Time-Based Media and the JMF: An Introduction

    Chapter 9. RTP and Advanced Time-Based Media Topics

    Part III: Visualization and Virtual Environments: The Java 3D API

    Part II: Time-Based Media: The Java Media Framework

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