Computer Graphics, P&P is a great all round book. A little dry and math heavy, but it covers everything from the ground up starting with the very basic maths. Includes a lot of advanced stuff like lighting and shading later on as well.
Realtime Rendering is actually quite an easy read, yet covers all the funky stuff thats making it into games now and in the future, and unlike P&P actually takes into account modern graphics card hardware. Lots of great ideas for inspiration as well.
Game Engine Design is *very* maths heavy, but its all good stull. Lots of maths for intersection testing, distance checking etc. early on, and covers a good amount of scenegraph and scene representation in there as well. Curved surfaces, collision detection, terrain, the works

Assumes you know the basics of 3d though.
For Java3D, the tutorials from Sun were really good I found, you can probably pick up a lot of the basics from them if you have a look.