Features
- Cover Type: Hard Cover with 920 pages
- Published by: Prentice Hall
- Edition: 3rd Edition December 30, 2006
- Written in: English
- ISBN 10 Number: 0131496700
- ISBN 13 Number: 978-0131496705
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Book Dimensions:
10 x 8.2 x 1.3 inches
- Weighs: 3.5 pounds
Product Description
Updated throughout for the latest developments and technologies, this book combines the principles and major techniques in computer graphics with state-of-the-art examples. Updates treatment of graphics hardware and algorithms. Discusses the development of video games through history. Emphasizes interactive graphics more strongly than in previous editions. Relates examples to things readers see everyday on the Internet and in computer-generated movies. Carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result. A thorough, useful reference for anyone interested in computer graphics.
Publisher Description
This book introduces the basic concepts and techniques of modern interactive computer graphics, assisting in writing practical application programs.
--This text refers to an out of print or unavailable edition of this title.
Reader Reviews
This review is from: Computer Graphics Using Open GL (2nd Edition) (Paperback)
If you're new to computer graphics and really want to gain a strong foothold and understanding about most of the subjects in the field, then I can't think of a better book to start with. Professor Hill really does a fine job of explaining the concepts and theory behind all of the subjects he delves into. Most of the text deals with your typical computer graphics material- transformations, modeling, texturing, hidden surface removal, etc.-- but the explanations and examples are very, very well done, and not "dumbed down" in the least. Anyone who's tried to learn computer graphics with, say, Foley and Van Dam's book will be pleasantly surprised by the comparison. I should also mention that the book has a fairly comprehensive chapter on ray tracing that will give anyone new to the subject an excellent understanding of what it's all about. My only complaint concerns the fairly large number of "practice exercises" at the end of each section. Not that there's anything wrong with testing your knowledge of course, but the sheer number and frequency of these things start to hurt the flow of the book and it's readability. Just a personal observation on my part. If you don't know very much math, or have forgotten most of it, don't feel too concerned-- along with the graphics discussions there's a solid tutorial on all of the linear algebra needed to get you on your way. All this, plus the examples in the text use OpenGL-- can it get much better?