2006/06/14

暫存資料

報告時整理的
有些理由其實不成理由
看看就好

--3D user interfaces with Java 3D
P.201
In many ways, Java 3D is weakest in the very same area in which Java was lacking when it was first introduced -- user interface support.
// 與2D的AWT之於Swing相比之下,Java 3D在UI方面並沒有相對應的支援
//
Project Looking Glass

--[Manning].2002.Java.3D.Programming.pdf
P.9
Java programs generally tend to require more memory than native programs. This is especially true of programs with a GUI using Swing/JFC. Java 3D can also have high memory requirements, especially if your application loads lots of large bitmaps for texture mapping objects, or defines complex geometry composed of many thousands of vertices.
// Java3D的記憶體需求較高,特別在貼圖物件與定義複雜幾何

--An Interactive Toolkit Library for 3D Applications: it3d
P.2
There are several 3D graphics libraries and toolkits. Some of them are low-level 3D graphics libraries such as OpenGL17 and DirectX8. Java3D18 and Performer15 are scene-graph-based 3D graphics toolkits at a slightly higher level than OpenGL and DirectX.Although lowlevel 3D graphics libraries and scene-graph-based 3D graphics libraries support fine rendering control, they are too low-level and unsuitable for rapid prototyping of interactive AR applications because it takes too long to develop practical AR applications using only their rendering toolkits. They do not provide high-level functions such as widgets in a 2D GUI.
//不像目前的2D GUI提供較高階的函式,較低階的意思(widgets是指?)

--Games Programming with Java and Java 3D
P.15
The high-level nature of the scene graph makes Java 3D code harder to tune for speed, unlike OpenGL/DirectX. However, a programmer does have the option of moving to the mixed or immediate modes of coding if absolutely necessary.

--Scene Graph Rendering
P.16
The weakness is that the data structure needs to be consistent with the application’s data. If that data is very dynamic, especially if the node structure changes for every frame, keeping the scene graph up-to-date can eat up the profit that it brings. If only 16 the contents of the objects change it’s not as bad, especially if the maximum size of the dynamic areas is known beforehand, but there is still some overhead involved.

--Implementing Virtual Robots in Java3D using a Subsumption Architecture
P.2
The relative newness of Java3D versus VRML along with its complexity means that development of a system would have to include appropriate measures to train developers in Java3D’s use.
// 相比之下,Java 3D屬於新興技術,而且它的複雜性代表開發人員需要訓練

--The Java 3D API and Virtual Reality
P.1
An API that enables VR applications must support generating 3D graphics, handling input trackers, and continuously integrating that tracker information into the rendering loop. The Java 3D API includes specific features for automatically incorporating head tracker inputs into the image generation process and for accessing other tracker information to control other features.
// 這段主要是講Java 3D對於VR的優勢

--未整理
> Graphical User Environments for Scientific Computing
> 在 2D 與 3D 之間作抉擇

--其他(無資料支持或可能無用)
> 非Java內建的Package,需要另外安裝,而且檔案大小的確有比較大
> 因為GC所造成的效能不足(不過他是跟其他非Java的比) --大概不能用
> 安裝設定繁雜(還需考慮到OpenGL與DirectX) -- 大概是講舊版,新版安裝還滿簡單的
> 跟低階如OpenGL及C開發比起來效能還是有差 -- 好像不能用

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