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9 Reviews
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33 of 33 people found the following review helpful:
4.0 out of 5 stars This book seems to be *the* book on this topic.
I am only in the first 1/4 of this book, but I can say that the text is clear and the exercises are useful. A small down side was some typos in the solved exercises, that's why it is a 4.

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...

Published on March 16, 2000 by John G. Ferguson

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5 of 5 people found the following review helpful:
3.0 out of 5 stars Good geometry and few computer stuff
This 2nd edition of a 1989 book maintains its mathematic approach with few or no relation to computers. The long title suggests a book with practical examples, but what it contains is pure math. Just to give an idea, the word "pixel" appears just in one page. However, the basics on hypernumbers, introduction on matrix methods, limits, points, lines, CSG spend half of...
Published on November 6, 2006 by Jose Parrot


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33 of 33 people found the following review helpful:
4.0 out of 5 stars This book seems to be *the* book on this topic., March 16, 2000
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
I am only in the first 1/4 of this book, but I can say that the text is clear and the exercises are useful. A small down side was some typos in the solved exercises, that's why it is a 4.

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.

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14 of 14 people found the following review helpful:
5.0 out of 5 stars This is the book for would be game developers., December 18, 2000
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
I have many books on the subject, but this one takes the cake. Of all my books this one explains the fundamental math algorithms in ENGLISH and allows you to intuitively understand things both from a purelely mathematical standpoint as well as from a geometric standpoint. I consulted this book after having problems understanding linear combinations and basis, and how it applies to computing the plane equation. I also learnt how to geometrically interpret the dot product. This book is inexpensive considering the subject, and a welcome addition to any personal library if your learning these things. I'm building a 3D engine for MAC/PC that require a solid understanding of linear algebra and this is basically what this book has to offer.
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5 of 5 people found the following review helpful:
3.0 out of 5 stars Good geometry and few computer stuff, November 6, 2006
By 
Jose Parrot (Rio de Janeiro Wonderful City) - See all my reviews
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
This 2nd edition of a 1989 book maintains its mathematic approach with few or no relation to computers. The long title suggests a book with practical examples, but what it contains is pure math. Just to give an idea, the word "pixel" appears just in one page. However, the basics on hypernumbers, introduction on matrix methods, limits, points, lines, CSG spend half of book.

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.
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10 of 12 people found the following review helpful:
5.0 out of 5 stars Good resource for game developers, January 6, 2001
By 
Jonathan D. Decarlo (Thomaston, Connecticut USA) - See all my reviews
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This review is from: Mathematics for Computer Graphics Applications (Hardcover)
This is a good book that is better suited as a reference than a text book. The book seems to be set up with that in mind as the format allows for each concept covered to be easily found. For example, I have taken a course in Linear Algebra. I was still a little shakey about the rotation matricies that are commonly used in game programming. This book brought me up to speed in no time, but if I hadn't taken Linear Algebra, I'm not so sure that I would have fully understood that section. But again, overall this is a great reference to have around!
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7 of 9 people found the following review helpful:
1.0 out of 5 stars Don't. No, no, no., October 14, 2005
By 
Henry Lenzi (Porto Alegre, RS Brazil) - See all my reviews
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This review is from: Mathematics for Computer Graphics Applications (Hardcover)
I can't understand the raving reviews. It is weak on math, and has no practical example on CG.
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.
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9 of 12 people found the following review helpful:
5.0 out of 5 stars Worth at least 10 times it's weight in gold, December 12, 2000
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This review is from: Mathematics for Computer Graphics Applications (Hardcover)
This is an incredibly fabulous book!
It covers all the basics and it covers them simply and
clearly,after reading this book i *FINALLY* understood what
vector spaces are, and what halfspaces are and what
eigenvectors and eigenvalues are..
if nothing else the chapter on CSG is worth the price of
admission, but the rest of the book is really nice too
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4 of 5 people found the following review helpful:
4.0 out of 5 stars Not bad, but not the best, July 23, 2002
By A Customer
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
Though the book covers a broad range of mathematics present in the field of computer graphics, I found it lacking in certain respects. The plentiful diagrams and figures greatly assisted comprehension of stated materials, yet I would like to see written proofs of methods used. In addition, such topics as quaternions are only briefly mentioned in historical references. Although this is an excellant mathematics book, I strongly recommend the purchase of Mathematics for 3D Game Programming & Computer Graphics in addition to this title.
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5 of 7 people found the following review helpful:
5.0 out of 5 stars great math book (did i really say that!), May 12, 2002
By 
Chris Mcbride "camcbri" (Boynton Beach, FL, USA) - See all my reviews
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This review is from: Mathematics for Computer Graphics Applications (Hardcover)
if you want to learn the mathematics behind computer graphics buy this book.

it is well written and the explanations are first rate. i'm studying on my own with the book and hardly have need to ask others for any help with understanding topics.

i'm not sure what else to say, except I first tried Mathematics for Computer Graphics and Game Programming and it was pretty horrible compared to this book.

It's cheap, so get it.

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4.0 out of 5 stars A concise and clear review of the basic theory, July 10, 2011
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
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 algorithms from the theoretical lemmas presented. I especially learned from the clear descriptions of affine & isometric transforms, parametric line equations, constructive solid geometry, and bezier curves. The book lacked coverage of NURBS, and the section on surfaces could have been alot larger.
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Mathematics for Computer Graphics Applications
Mathematics for Computer Graphics Applications by Michael Mortenson (Hardcover - January 11, 1999)
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