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Computer Graphics with OpenGL (3rd Edition) [Hardcover]

Donald D. Hearn (Author), M. Pauline Baker (Author)
3.6 out of 5 stars  See all reviews (15 customer reviews)


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Computer Graphics with Open GL (4th Edition) Computer Graphics with Open GL (4th Edition) 3.0 out of 5 stars (1)
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Book Description

September 22, 2003 0130153907 978-0130153906 3

Reflecting the rapid expansion of the use of computer graphics and of C++ as a programming language of choice for implementation, this book converts all programming code into the C++ language. This new edition is a complete revision, bringing the text up to date with current advances in computer graphics technology and applications. Assuming readers have no prior familiarity with computer graphics, the authors—both authorities in their field—present basic principles for design, use, and understanding of computer graphics systems using their well-known, and accessible writing style. It includes an exploration of GL, PHIGS, PHIGS+, GKS and other graphics libraries and covers topics such as distributed ray tracing, radiosity, physically based modeling, particle systems, and visualization techniques. For professionals in any area of computer graphics: CAD, Animation, Software Design, etc. Previously announced in 12/2002 catalog.



Editorial Reviews

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.

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.


Product Details

  • Hardcover: 880 pages
  • Publisher: Prentice Hall; 3 edition (September 22, 2003)
  • Language: English
  • ISBN-10: 0130153907
  • ISBN-13: 978-0130153906
  • Product Dimensions: 10.5 x 8 x 1.5 inches
  • Shipping Weight: 3.9 pounds
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #306,289 in Books (See Top 100 in Books)

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Customer Reviews

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Average Customer Review
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11 of 11 people found the following review helpful:
4.0 out of 5 stars No shortcuts, September 10, 2004
This review is from: Computer Graphics with OpenGL (3rd Edition) (Hardcover)
There are two, complementary uses for this book. The first is to learn computer graphics [of course]. To this ends, the authors give an excellent hands on discourse. They go through all the major ideas in this introductory course. Like the basic two dimensional drawing algorithms - Bresenham's, filling methods etc. Then they take you into a three dimensional world that you can create. Ultimately, this is where most of you will end up. Today's computers and graphical techniques are so powerful that you can make intricate objects in 3d. Then learn various non-trivial methods to take a plane projection, which is your image.

The authors also cover groovy ideas like using fractals and self-similarity to make random landscapes. This will attract some of you.

All the above is done with the aid of the OpenGL library. So you don't need to hardcode low level routines. OpenGL lets you concentrate on applying the book's algorithms for higher level purposes.

But there is another use of the book. If you're already up to speed on graphics algorithms and want to learn OpenGL, then here is a nice user's manual.

For either purpose, you may baulk at the text's length. But it can't be helped. The subject warrants the level of detail given here. No shortcuts to a good understanding.
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9 of 9 people found the following review helpful:
2.0 out of 5 stars too much coverage, not even breadth, October 10, 2005
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jghost (Ann Arbor, MI USA) - See all my reviews
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This review is from: Computer Graphics with OpenGL (3rd Edition) (Hardcover)
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.
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10 of 11 people found the following review helpful:
2.0 out of 5 stars Not very complete, May 2, 2005
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This review is from: Computer Graphics with OpenGL (3rd Edition) (Hardcover)
I teach an intro graphics course. I found that this text didn't cover the full set of things that are usually found in such a course (or covered them too superficially.) I do find its OpenGL examples embedded directly into the text to be useful for my students, but for me that doesn't forgive the lack of sufficient explanation of topics I care about.

I should note that I'm not aware of a 5 star text either. Although Foley-vanDam-et.al. is sufficiently complete its a little hard for some undergrads. I haven't yet checked out Angel or Watt or Shirley but they seem popular alternatives.
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