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3D Computer Graphics: A Mathematical Introduction with OpenGL
 
 
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3D Computer Graphics: A Mathematical Introduction with OpenGL [Hardcover]

Samuel R. Buss (Author)
5.0 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

0521821037 978-0521821032 May 19, 2003
This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.

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Editorial Reviews

Review

"I have a favorable impression of this book for providing a mathematical approach to CG while introducing the reader to OpenGL. Additionally, it is a good introductory resource for ray tracing, radiosity, and animation and kinematics. I would highly recommend this book to someone who teaches CG and would like to modernize his or her course."
SIAM News

"There are a few experts who would find nothing new in this book, but most of the rest of us would benefit from it. Almost any time that a programmer chooses to ignore one of the aphorisms they need to justify their choice which makes it a good basis for communicating why a piece of source code either needs more comments or a different approach. Buy a copy, keep it in your pocket to browse through while waiting in line for a meal, a bus etc. when you know it all, pass your copy on."
CVu/ACCU Reviews

Book Description

This introduction to 3D computer graphics emphasises fundamentals and the mathematics underlying computer graphics while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. Topics include transformations and viewing, lighting and shading, ray tracing, radiosity, texture mapping and color theory, and aspects of animation, including quaternions, orientation, and inverse kinematics.The book is aimed at the advanced undergraduate or introductory graduate level, and can also be used for self-study. The minimal prerequisites, basic knowledge of calculus and vectors, are reviewed in an appendix. Novice OpenGL programmers may also want to consult an OpenGL programming guide.

Product Details

  • Hardcover: 388 pages
  • Publisher: Cambridge University Press (May 19, 2003)
  • Language: English
  • ISBN-10: 0521821037
  • ISBN-13: 978-0521821032
  • Product Dimensions: 10.2 x 7.2 x 0.9 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #535,651 in Books (See Top 100 in Books)

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22 of 22 people found the following review helpful:
5.0 out of 5 stars Good coverage, clean and clear language, October 31, 2004
By 
P. Sanders (Harvest, AL USA) - See all my reviews
This review is from: 3D Computer Graphics: A Mathematical Introduction with OpenGL (Hardcover)
I have several graphics books and I find two are indespensible: The OpenGL Programming Guide and Dr. Buss' book. Dr. Buss' book has clear, elucidating language and good coverage for both the classroom and the practicing graphics software developer. Though the OpenGL Programming Guide covers many of the same topics, its coverage of the mathematics is thin. Hence, this text perfectly dovetails with it. Particularly well-written is the chapter covering the Phong and the Cook-Torrance lighting models.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars What a wonderful book!, June 4, 2011
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This review is from: 3D Computer Graphics: A Mathematical Introduction with OpenGL (Hardcover)
I started with OpenGL The Red Book and OpenGL Superbible, none of these covers the mathematical background behind the scene. It makes you learn OpenGL by practicing a lot so that you are be able to be familiar with those concepts like modelview, transformation and projection. I even came to the point that I had to memorize some of the openGL basic routines such as set up projection or viewport. It was a terrible experience indeed. This book filled in that gap, it provide a clear and concise explanation from Dr. Samuel which help readers follows the material without questioning how this glxxx command works. Especially, there are many figures in the text which facilitates the steep learning curve of graphics programming. As a novice to openGL, I felt it's very difficult to visualize what was going wrong when debugging with openGL.
Recommendation: use either the Red book and Superbible along with this book, you will be surprised how easy openGL would be. Apparently, I couldn't find any reason to take of one star. It's such a wonderful book. Thank you Dr. Samuel.
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0 of 52 people found the following review helpful:
5.0 out of 5 stars So good, February 2, 2007
By 
Raul Sanchez (Green Bay, WI USA) - See all my reviews
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This review is from: 3D Computer Graphics: A Mathematical Introduction with OpenGL (Hardcover)
Great service!!The book is new and the deliver has been so fast!(3 days more or less) :)
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Inside This Book (learn more)
First Sentence:
This chapter discusses some of the basic concepts behind computer graphics with particular emphasis on how to get started with simple drawing in OpenGL. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
int uorder, nonlocal viewer, texture map resolution, local lighting model, bidirectional reflectivity function, scan line interpolation, subpixel centers, shadow feelers, model view matrix, hyperbolic interpolation, texture map pixel, viewable objects, ray tracing routines, spherical linear interpolation, following member functions, middle control points, multiple texture maps, knot vector, backwards ray tracing, radiosity algorithm, subpixel positions, radiosity equation, assigning texture, distributed ray tracing, intersection testing
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Color Plate, Cox-de Boor, Curves Figure, Definition Let, Proof Let, Use Theorem, Intersection Testing Figure, Ray Tracing Figure
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