Java 3D
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Java 3D
Java 3D is a scene graph-based 3D application programming interface (API) for the Java platform. It runs on top of either OpenGL or Direct3D until version 1.6.0, which runs on top of Java OpenGL (JOGL). Since version 1.2, Java 3D has been developed under the Java Community Process. A Java 3D scene graph is a directed acyclic graph (DAG). Compared to other solutions, Java 3D is not only a wrapper around these graphics APIs, but an interface that encapsulates the graphics programming using a true object-oriented approach. Here a scene is constructed using a scene graph that is a representation of the objects that have to be shown. This scene graph is structured as a tree containing several elements that are necessary to display the objects. Additionally, Java 3D offers extensive spatialized sound support. Java 3D and its documentation are available for download separately. They are not part of the Java Development Kit (JDK). History Intel, Silicon Graphics, Apple, and Sun all ...
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Sun Microsystems
Sun Microsystems, Inc. (Sun for short) was an American technology company that sold computers, computer components, software, and information technology services and created the Java programming language, the Solaris operating system, ZFS, the Network File System (NFS), and SPARC microprocessors. Sun contributed significantly to the evolution of several key computing technologies, among them Unix, RISC processors, thin client computing, and virtualized computing. Notable Sun acquisitions include Cray Business Systems Division, Storagetek, and ''Innotek GmbH'', creators of VirtualBox. Sun was founded on February 24, 1982. At its height, the Sun headquarters were in Santa Clara, California (part of Silicon Valley), on the former west campus of the Agnews Developmental Center. Sun products included computer servers and workstations built on its own RISC-based SPARC processor architecture, as well as on x86-based AMD Opteron and Intel Xeon processors. Sun also developed its own ...
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Java Development Kit
The Java Development Kit (JDK) is a distribution of Java Technology by Oracle Corporation. It implements the Java Language Specification (JLS) and the Java Virtual Machine Specification (JVMS) and provides the Standard Edition (SE) of the Java Application Programming Interface (API). It is derivative of the community driven OpenJDK which Oracle stewards. It provides software for working with Java applications. Examples of included software are the virtual machine, a compiler, performance monitoring tools, a debugger, and other utilities that Oracle considers useful for a Java programmer. Oracle have released the current version of the software under the Oracle No-Fee Terms and Conditions (NFTC) license. Oracle release binaries for the x86-64 architecture for Windows, macOS, and Linux based operating systems, and for the aarch64 architecture for macOS and Linux. Previous versions have supported the Oracle Solaris operating system and SPARC architecture. Oracle's primary implemen ...
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Cg Programming Language
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each ...
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GLSL
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages. Background With advances in graphics cards, new features have been added to allow for increased flexibility in the rendering pipeline at the vertex and fragment level. Programmability at this level is achieved with the use of fragment and vertex shaders. Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history. Originally introduced as an extension to OpenGL 1.4, GLSL wa ...
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Head-mounted Display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye ( binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine. Virtual reality headsets are HMDs combined with IMUs. There is also an optical head-mounted display (OHMD), which is a wearable display that can reflect projected images and allows a user to see through it. Overview A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units are miniaturized and may include cathode ray tubes (CRT), liquid-crystal displays (LCDs), liquid crystal on silicon (LCos), or organic light-emitting diodes (OLED). Some vendors employ multiple micro-displays to increase total resolution and field of view. HMDs differ in whethe ...
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Immediate Mode (computer Graphics)
Immediate mode in computer graphics is a design pattern of API design in graphics libraries, in which * the client calls directly cause rendering of graphics objects to the display, or in which * the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of '' immediate mode primitive rendering''), without the use of extensive indirection – thus'' immediate ''– to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. Overview In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application the lists of graphical objects to be rendered ...
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Real-time Computer Graphics
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and advan ...
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Oracle Corporation
Oracle Corporation is an American multinational computer technology corporation headquartered in Austin, Texas. In 2020, Oracle was the third-largest software company in the world by revenue and market capitalization. The company sells database software and technology (particularly its own brands), cloud engineered systems, and enterprise software products, such as enterprise resource planning (ERP) software, human capital management (HCM) software, customer relationship management (CRM) software (also known as customer experience), enterprise performance management (EPM) software, and supply chain management (SCM) software. History Larry Ellison co-founded Oracle Corporation in 1977 with Bob Miner and Ed Oates under the name Software Development Laboratories (SDL). Ellison took inspiration from the 1970 paper written by Edgar F. Codd on relational database management systems ( RDBMS) named "A Relational Model of Data for Large Shared Data Banks." He heard about the ...
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JavaFX
JavaFX is a software platform for creating and delivering desktop applications, as well as rich web applications that can run across a wide variety of devices. JavaFX has support for desktop computers and web browsers on Microsoft Windows, Linux, and macOS, as well as mobile devices running iOS and Android. On desktops, JavaFX supports Windows Vista, Windows 7, Windows 8, Windows 10, macOS and Linux operating systems. Beginning with JavaFX 1.2, Oracle has released beta versions for OpenSolaris. On mobile, JavaFX Mobile 1.x is capable of running on multiple mobile operating systems, including Symbian OS, Windows Mobile, and proprietary real-time operating systems. JavaFX was intended to replace Swing as the standard GUI library for Java SE, but it has been dropped from new Standard Editions while Swing and AWT remain included, supposedly because JavaFX's marketshare has been "eroded by the rise of 'mobile first' and 'web first applicati ...
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Retained Mode
Retained mode in computer graphics is a major pattern of API design in graphics libraries, in which * the graphics library, instead of the client, retains the scene (complete object model of the rendering primitives) to be rendered and * the client calls into the graphics library do not directly cause actual rendering, but make use of extensive indirection to resources, managed thus ''retained'' by the graphics library. It does not preclude the use of double-buffering. Immediate mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusionary in practice. Overview In retained mode the client calls do not directly cause actual rendering, but instead update an abstract internal model (typically a list of objects) which is maintained within the library's data space. This allows the library to optimize when actual rendering takes place along with the pro ...
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