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15 of 16 people found the following review helpful:
4.0 out of 5 stars Helpful: errata page
Though this text provides the reader with a thorough treatment of the basic and advanced topics of today's graphics algorithms and techniques, some errors pop up here and there which might be problematic when trying to program according to the book, or trying out the execution of an algorithm. An errata page has been provided by the writer which might be useful to readers...
Published on January 24, 2005 by René van den Berg

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18 of 18 people found the following review helpful:
3.0 out of 5 stars One of CG API-independent Books
I use this book as a textbook for 3D Computer Graphics course. Before using this book, I've used Donald Hearns' and Jim Foley's. Compare to those two, I think this book cover the basic material without even touching API. This is what I like about this book.

On every chapter, there is an FAQ about materials covered. It also has an exercises for us to do,...
Published on January 24, 2005 by Zul S. Dharmawan


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18 of 18 people found the following review helpful:
3.0 out of 5 stars One of CG API-independent Books, January 24, 2005
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Zul S. Dharmawan (Jakarta Selatan, Jakarta Indonesia) - See all my reviews
(REAL NAME)   
I use this book as a textbook for 3D Computer Graphics course. Before using this book, I've used Donald Hearns' and Jim Foley's. Compare to those two, I think this book cover the basic material without even touching API. This is what I like about this book.

On every chapter, there is an FAQ about materials covered. It also has an exercises for us to do, unfortunately no answers. It could also be very helpful, if there are Internet links on each chapter for us to ponder or if we would want to go detail into each chapter.

Sadly, this book doen't cover much about animation, which is one of the topic I'm focusing on. It also contains many errors, both in the formula and in the text.
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15 of 16 people found the following review helpful:
4.0 out of 5 stars Helpful: errata page, January 24, 2005
Though this text provides the reader with a thorough treatment of the basic and advanced topics of today's graphics algorithms and techniques, some errors pop up here and there which might be problematic when trying to program according to the book, or trying out the execution of an algorithm. An errata page has been provided by the writer which might be useful to readers of this text; it can be found at http://www.cs.utah.edu/~shirley/fcg/errata
I hope this helps some people out. I, for one, started sweating when it seemed like I did not understand BSP trees anymore; it took me a couple of minutes to see that a couple of lines were inverted in the accompanying code. However, this book is interesting, fun to read, and useful. I recommend it to anyone who already has a basic understanding of Computer-Graphics-Without-An-API.
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9 of 9 people found the following review helpful:
4.0 out of 5 stars Great intro to 3D graphics!, August 19, 2002
This is a really good intro to the fundamentals of 3D graphics. The best thing about this book is that it is API-neutral, and so covers the material wihtout making specific references to API's. The material is explained very clearly and is easy to read. I would have liked some more guidance on actual implementation in code (e.g. using C to make it accessible to most readers, or using pseudo-code). Perhaps some canned demo programs would have been nice, to supplement the narrative.

I also bought Hill's book on 3D graphics with OpenGL(2nd Edition), and find the two books work quite well together.

I recommend Shirley's book as a first introduction to graphics theory >before< you start playing with an API!

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9 of 10 people found the following review helpful:
5.0 out of 5 stars Best low-level graphics book out there, September 20, 2003
By A Customer
This is an AI-neutral book and has an especially excellent discussion of the graphics pipeline in general, and transforms and triangle scan conversion in particular. It also has a good treatment of BSP trees and ray tracing. My only complaint is that it talks little about animation. My favorite thing about it is that it uses very clean math, and none of it is gratuitous.
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4 of 4 people found the following review helpful:
4.0 out of 5 stars Great graphics text, December 27, 2002
By A Customer
I would recommend this book to anyone who wants to learn about writing a renderer. If you're wanting to learn about using OpenGL or just want quick information about creating graphics applications this is not the book for you (in that case I'd recommend the latest edition of the OpenGL Programming Guide).

For those truley interested in graphics this is probably the best book available. Shirley explains things in an intuitive way and supplements his explanation with examples and pseudo-code. This book is a perfect guide to writing a z-buffer renderer and is helpful for generating a ray tracer or path tracer. Supplementary reading might prove useful for writinig a ray or path tracer. Shirley's second edition of Realistic Ray Tracing (which should be out soon - the first had many mistakes) ought to be very good. He is a wonderful writer.

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3 of 3 people found the following review helpful:
3.0 out of 5 stars Good Overview but has Some Bugs, October 8, 2002
I think the book presents a nice overview to computer graphics. Some of the other books are so overwhelming with the breadth and depth of topics that it is hard to distill the important ideas. This book does a nice job of including all the basic algorithms and formulas necessary to build standard graphic programs.

I have found some errors in the formulas on ray tracing which lead to some headaches. Unfortunately, no errata page has been put up on the web as of this point (October 02). There may be others, but this is where I have spent most of my time.

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Idea's are presented very clearly. Extremely east to read for a textbook, September 27, 2011
This review is from: Fundamentals of Computer Graphics (Hardcover)
This was the required textbook for my graphics class at PSU and I have to say it is one of the better texts I've read over the years. Most chapters aren't too long and all of the ideas are very well presented.

I'd highly recommend this book to those interested in studying computer graphics and would like a short review of the background mathematics behind it.
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1 of 1 people found the following review helpful:
2.0 out of 5 stars Skip the Kindle Version, March 12, 2011
Amazon Verified Purchase(What's this?)
The Kindle version was very disappointing - the images were black and white and the index was useless since it had no links back to the referenced item.
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1 of 1 people found the following review helpful:
2.0 out of 5 stars hard to follow the author, March 10, 2011
This review is from: Fundamentals of Computer Graphics (Hardcover)
I did my undergrad in UC Berkeley and work at Google. I teach myself lots of stuffs by reading books.

This book is hard to follow. The author doesn't state the context clearly and his assumptions. As as result, you spend most of your time figuring out them rather than the materials. For this reason I give it two stars.

I think this book assumes you have a strong math background. It presents you the formulas but doesn't try to explain why the formulas are so.



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3 of 4 people found the following review helpful:
4.0 out of 5 stars focuses on algorithms, not hardware or animation, January 19, 2007
Shirley's book could be compared to the classic graphics text by Foley and van Dam. Shirley focuses more on the key algorithms for graphics. Whereas Foley also goes into describing some of the hardware. Shirley also stays away from some low level methods, that were first devised when the first raster and vector displays were coming on the market. For example, there's nothing here about Bresenham's algorithm, for drawing a circle without recourse to trig functions. The latter exact a heavy time penalty when the CPU is slow.

Other reviewers have remarked that the book really doesn't have good coverage of animation. Correct. Though Shirley might argue that the book's title does say "Fundamentals". Animation methods can be considered as an overlayer on the book's scope. For example, consider physics-based animation. Where you model the behaviour of an object by physical laws. The book just has a brief mention. But this type of behaviour is primarily about the physical response of an object. Displaying that response is secondary, and already covered by the methods of the book.
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Fundamentals of Computer Graphics
Fundamentals of Computer Graphics by P. Shirley (Hardcover - July 21, 2009)
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