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Mathematics for Computer Graphics Applications 2 Sub Edition
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Top Customer Reviews
While I haven't finised the text yet, I peeked ahead and it seems to be a winner. I chose this book to be my backgrounder before going through Watt's 3rd Ed. on Computer Graphics.
I find that this book shows me math tools and I actually think about why they are useful, not just how they are useful.
I think it is sad that algorithms books get more reviews (and sales?) while accessible, foundational books like this one get ignored, based on the low number of reviews. Maybe its because they don't use a slick looking sample of ray tracing or radiosity on the front cover ;-).
This is a book for first principles! Check it out.
Computer Graphics today is much more than geometry, by the way solved by powerful graphics cards and APIs like OpenGL. Scientific visualization uses intensively colors, transparencies, movements, animation and none of these subjects are even touched. Nowadays mathematics apply also to fog, antialianing, specular, caustics, LOD, transparencies, reflexes, lightning. Unfortunately these math applications aren't tackled in this book. So, don't expect to find computer graphics in this book, as we understand it today. This is still a 1989 book.
If the title was just "Computer Graphics: An Introduction to the Mathematics and Geometry", as in its first edition, it was more related to its content. Unfortunately, just extending the book's title doesn't make it up-to-date.
Let me give you an example: Chapter 2 (allegedly on "Matrix Methods"), exercise 2.20 (there are 25): Compute the determinant of the following matrix (I'll use Matlab/Scilab notation): M = [ 2 0; -3 2] Are you serious? What about learning Limits and Continuity in one short chapter? No comments...Seriously, if you don't already know this stuff, should you be looking at CG in the first place?
After I got this book, I got F.S. Hill's Computer graphics Using OpenGL, which is much thicker, mathematically oriented, and has practical examples in C++, and Parberry's and Dunn's 3D Math Primer for Graphics and Game Development which doesn't attempt so much as Hill's and Mortenson's, but has nice code in C++. There might be better options. Not to mention that one has to buy and study real math books.
I give it 1 star as the book falls short of its stated goals of preparing the reader for more advanced study.
Most Recent Customer Reviews
This book adequately covers the theory of 3D graphics maths in a holistic manner. Its not a programming book, but it is clear enough that it is easily possible to construct... Read morePublished on July 10, 2011 by Joshua Reuben
Though the book covers a broad range of mathematics present in the field of computer graphics, I found it lacking in certain respects. Read morePublished on July 23, 2002
if you want to learn the mathematics behind computer graphics buy this book.
it is well written and the explanations are first rate. Read more