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Fundamentals of Computer Graphics, Second Ed.
 
 
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Fundamentals of Computer Graphics, Second Ed. [Hardcover]

Peter Shirley (Author), Michael Ashikhmin (Author), Michael Gleicher (Author), Stephen Marschner (Author), Erik Reinhard (Author), Kelvin Sung (Author), William Thompson (Author), Peter Willemsen (Author)
3.5 out of 5 stars  See all reviews (17 customer reviews)


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Fundamentals of Computer Graphics Fundamentals of Computer Graphics 3.5 out of 5 stars (17)
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Book Description

1568812698 978-1568812694 July 2005 2
The second edition of this widely adopted text includes a wealth of new material, with new chapters on Signal Processing (Marschner), Using graphics hardware (Willemsen), Writing graphics applications (Sung), Perception (Thompson), Curves (Gleicher), Animation (Ashikhmin), and Tone reproduction (Reinhard). Maintaining the strengths of the first edition, the authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

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Editorial Reviews

Review

" ""This book is highly recommended as either a textbook for a course in computer graphics or as a reliable and wide-ranging handbook for those developing graphics applications. The book provides a firm foundation in the field that enables programmers to readily apply its content to a variety of graphics packages across a wide spectrum of platforms."" -Marlin Thomas, May 2006
""The book has become a common pendulum of computer graphics that covers all important subjects from scene graphics to l-systems from event governed programming to data visualization in a compact, clear and competent way. "" -Jorn Loviscach, May 2006"

About the Author

Peter Shirley is a professor in the computer science department at the University of Utah. He is a member of the Visual Simulation Group, whose work focuses on the creation of images for the human visual system, including static and dynamic imagery for traditional displays and immersive environments. He has held positions at Indiana University and the Cornell Center for Computer Graphics, Game Programming. --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Hardcover: 662 pages
  • Publisher: A K Peters, Ltd.; 2 edition (July 2005)
  • Language: English
  • ISBN-10: 1568812698
  • ISBN-13: 978-1568812694
  • Product Dimensions: 9.3 x 7.9 x 1.6 inches
  • Shipping Weight: 2.9 pounds
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (17 customer reviews)
  • Amazon Best Sellers Rank: #890,406 in Books (See Top 100 in Books)

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Customer Reviews

17 Reviews
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Average Customer Review
3.5 out of 5 stars (17 customer reviews)
 
 
 
 
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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
By 
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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