Abstract

To create 3D graphics, we have to build graphics or visual objects and position them appropriately in a virtual scene. In general, there are three possible approaches for doing this (Java 3D geometry, 2006). One approach is to make use of geometry utility classes to create basic geometric shapes or primitives. The basic shapes are boxes, spheres, cones, and cylinders. Another approach is to employ commercial modeling tools, such as 3D studio max, and have the results loaded into Java 3D. Lastly, custom geometrical shapes or objects can also be created by defining their vertices. While using utility classes or commercial modeling tools may be simpler and less time consuming, creating objects based on specifying vertices corresponds to the most general method. From a certain angle, the latter can in fact be regarded as the foundation from which the other approaches are based. The main thrust in this chapter will thus be on how objects can be built from their vertices, with some brief discussion on using utility classes presented toward the end of the chapter.

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