Download Computer Graphics with OpenGL (3rd Edition)
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Computer Graphics with OpenGL (3rd Edition)
Download Computer Graphics with OpenGL (3rd Edition)
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From the Back Cover
The basic principles for the design, use, and understanding of computer-graphics systems and applications are presented in this third edition, along with OpenGL programming examples. Both software and hardware components of graphics systems are thoroughly discussed, and an integrated approach is used to relate two-dimensional and three-dimensional graphics topics. Assuming no background in computer graphics, the authors build on fundamental concepts to show how to create pictures ranging from simple line drawings to highly complex photo-realistic scenes. MAJOR NEW FEATURES Provides complete and comprehensive explanations of the OpenGL computer-graphics core programming library and the auxiliary libraries GLU and GLUT. Includes an extensive range of over ( 00 programming examples to illustrate the use of OpenGL functions. Presents programming examples in C++, with a listing of more than 20 complete C++ programs. Combines the discussions of three-dimensional and two-dimensional computer-graphics methods. Includes recent advances in computer-graphics techniques and applications.
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About the Author
Donald Hearn joined the Computer Science faculty at the University of Illinois at Urbana-Champaign in 1985. Dr. Hearn has taught a wide range of courses in computer graphics, scientific visualization, computational science, mathematics, and applied science. Also, he has directed numerous research projects and published a variety of technical articles in these areas. M. Pauline Baker is on the faculty of the Computer Science Department and the School for Informatics at Indiana University-Purdue University. Dr- Baker is also a Distinguished Scientist and the Director of the Pervasive Technology Lab for Visualization and Interactive Spaces, and she collaborates with research groups on the use of computer graphics and virtual reality to explore scientific data. Previously, Dr. Baker was the Associate Director for Visualization and Virtual Environments at NCSA (National Center for Supercomputer Applications), University of Illinois.
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Product details
Hardcover: 880 pages
Publisher: Prentice Hall; 3 edition (September 22, 2003)
Language: English
ISBN-10: 0130153907
ISBN-13: 978-0130153906
Product Dimensions:
8.2 x 1.5 x 10.3 inches
Shipping Weight: 3.9 pounds
Average Customer Review:
3.9 out of 5 stars
21 customer reviews
Amazon Best Sellers Rank:
#1,566,473 in Books (See Top 100 in Books)
I must agree with J. Davis. After going through about 3-4 different types of CG courses and experimenting with my own seminars I find that this book is just way too wide of a scope. It seems like it tries to cram general computer graphics, interactive computer graphics, and advanced computer graphics in one... and do a bad job at it. Looking through the book I seriously doubt that some topics can be covered in one chapter, especially some of the viewing chapters. How can you cover all aspect of 2D and 3D viewing, even in breadth only and no depth, in one chapter? That's just ridiculous. It almost feels as if they are saying that you need a separate major for CG completely, one course for overview, one for 2d, one for 3d, one for interactive graphics, and a few for advanced topics in computer graphics... but the problem is that that is too narrow of a scope for any 4 year college degree. Plus you can't even start some of the basic discussions without general education in the fundamental math like linear algebra, calculus, discrete math, and so forth. So this book is sort of making a statement that can't be backed in the real world. Though this does offer a good overview for people who are just curious. It touches on a wide variety of things and has very practical approach to having a workable project using openGL.Now as for Davis's comments on a good book. I think Foley and van Dam has actually a pretty good book for undergrads, especially when you set appropriate prequisits for the course. Keeping in mind that CG should be a junior-senior level undergrad course. I studied CG1 when I was an art major and found the Foley van Dam book to usable, though dry, but usable. I found other books later on to be useful, but they are a bit specialized. A few good ones I must suggest for graphics math is essential mathematics for games by van verth and bishop to be good. I also recommend realtime graphics by akenine-moller and haine for interactive graphics. For some specialized ones you have to look around but I do recommend my professor's (david breen) book on cloth animation. But yeah, to sum it up, stick with Foley van Dam for your intro courses... maybe use this as an added supplement, especially when considering OpenGL for your teaching tool.
I did not read this textbook cover to cover. I read it the way I read most textbooks, which is the same way I assume most students do -- in bits and pieces. The best thing about this book was the code snippets. The book would explain an algorithm and then provide the actual code for the algorithm in C. That was VERY useful (it made writing my own code very easy). Unfortunately, the book did not provide code for the more advanced algorithms (which I assume kept the book at a reasonable size). Some of the images were outdated, but interesting none-the-less. Most of the concepts and algorithms are ageless I assume. I am in a competitive Computer Science program and I think it covers plenty of material and it goes into plenty of detail for an upper-level BS college course. Our class discussed several things in advanced computer graphics that were not covered in detail in the text, but I think finding a book that will cover such things as that (and stay up-to-date) will be very hard to find.
Received in a timely manner. No problems with book.
good
It is a good book.
It's a textbook my lecture required. It's much cheap to buy here and the book is good enough to use.
Excelent
The textbook is in good condition as described. This is what my computer graphics class requires. However, I want it to have more source code rather than illuminations.
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