摘要
J2ME M3G(Mobile 3D Graphics API)规范了移动设备上Java三维图形程序的API和框架,使得符合M3G标准的Java程序能在不同的设备和平台上运行。由于M3G中RayIntersection在设计和实现中的复杂性,该文结合在XORP上开发M3G类库经验的基础,总结并给出了其设计和实现的参考模型和理论基础,并在此基础上重构了具体实现。
J2ME M3G(Mobile 3D Graphics API) specifies the Java 3D graphics API and framework on the mobile facilities. Applications programmed in M3G can run on different equipments and platforms. Because it is complicated in the design and implementation of Raylntersection in M3G, this paper summarizes the reference model and theory according to the M3G library that it have been developed on XORP. And it restructures the implementation based on them.
出处
《计算机工程》
CAS
CSCD
北大核心
2007年第1期65-67,共3页
Computer Engineering
基金
Intel公司基金资助项目"J2ME Class Libraries with Small Footprint
Low Power and High Performance on XScale Processor"