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12 of 12 people found the following review helpful:
5.0 out of 5 stars
Graphics is Math, Physics, Perception, & Computation,
By A Customer
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
Back in the old days, Computer Graphics was a big bag of tricks for making cool images. To make the pictures look better and better, the research community stumbled into areas we didn't originally know were important. We now see that clipping, viewports, line-drawing, and specular lights are not so fundamental. Instead, we're understanding that items in the bag of graphics tricks were often shortcuts to solving an integral equation for heat transfer. Who would have thought it?This textbook is the first comprehensive treatment of Computer Graphics to convey the deeper understanding that researchers have finally begun to make peace with. It's not always easy. That marginal lecture on de-aliasing in your graphics class? It turns out to be hugely significant. Sampling and reconstruction pervade graphics algorithms, and the first 10 chapters cover the topic extensively. That reflectance distribution function you saw at the end of the semester? It's not an advanced topic. It's what realistic rendering is built from. How to represent it, evaluate it, and integrate it are the concerns of the next 10 chapters. The hypothetical Ideal Graphics Professional has majored in Math, Computer Science, Physics, Perceptual Psychology, and Mechanical Engineering. No one has that background, but if you majored in any of these subjects and then patiently read this book, you will appreciate how the themes combine in a remarkable way whenever a pixel is drawn.
9 of 9 people found the following review helpful:
5.0 out of 5 stars
Excellent,
By Dr. Lee D. Carlson (Baltimore, Maryland USA) - See all my reviews (VINE VOICE) (HALL OF FAME REVIEWER) (REAL NAME)
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
Volume 1:This book is comprehensive in scope and one of the most well-written technical books in existence. In the preface the author states 'I love to write', and considering the exceptional quality of this book, this indeed shows through. The first part of the book covers the human visual system, the understanding of which is fundamental to designing effective computer graphics. Several interesting topics are discussed, including Mach bands, color opponency, perceptual color matching, MacAdam ellipses, RGB color space, and gamut mapping. The second part covers more technical matters, namely that of signal processing. The mathematical background assumed of the reader increases dramatically in this part; some exposure to elementary calculus and differential equations would suffice. The author does a good job of explaining such concepts as linear operators and the Dirac bracket notation. The pictorial representation he gives of the convolution operation is very helpful. In addition, Fourier analysis is presented at a level that makes it very clear exactly what is happening to signals, both discrete and continuous, when taking the Fourier transform. The Fast Fourier transform is not discussed however, dissapointingly. Suprisingly, a whole chapter is devoted to wavelet transforms, a topic usually not included at this level. Wavelets are used as a tool to deal with nonstationary signals. Usually discussed at a very abstract level, the presentation here is crystal clear and vey intutive, and the reader will take away a deeper appreciation of these objects than what could have been obtained from the usual presentations. Chapter 7 is one of the most important in the book for it covers Monte Carlo techniques for evaluating the integrals that arise in image processing. The speed of convergance of Monte Carlo is addressed, along with how to estimate confidence levels when the parent distribution is normal. The author presents five different ways of doing 'blind' Monte Carlo, including rejection, blind stratified, weighted, and quasi Monte Carlo. Quasi Monte Carlo has taken on particular importance in recent years wherever Monte Carlo techniques are used. The author also presents four different ways of doing 'informed' Monte Carlo, i.e. when some information about the signal is known. Uniform sampling of continuous signals is done in the next chapter. After discussing an example of sampling and reconstruction, the author outlines in detail the mathematical theory behind the uniform sampling and reconstruction of one-and two-dimensional signals. The chapter ends with a discussion of a technique to reduce aliasing artifacts called supersampling. The next chapter covers nonuniform sampling and reconstruction. Naturally this is more complicated from a mathematical standpoint, due to the role of stochastic processes, but the author does a good job of discussing the relevant concepts. Most interesting is his treatment of the duality between aliasing and noise. Chapter 10 surveys some of the more modern and practical techniques used for sampling and reconstruction of two-dimensional signals. Uniform sampling is discussed in terms of rectangular and hexagonal lattices; nonuniform sampling in terms of Poisson sampling and N-books sampling. Pseudocode is given for the decreasing radius algorithm. The concept of a refinement test is introduced and broken down into five categories, each of which is discussed in detail. The refinement test allows one to decide when more samples are needed in a neighborhood, and refinement geometry indicates where the samples are to be placed. Refinement geometry is discussed in this chapter also, with linear and area bisection techniques outlined, along with multiple-level and tree-based sampling. Techniques for interpolation and reconstruction, such as warping are also treated, and the author gives brief overviews of one-dimensional and two-dimensional sampling theorems. Numerous other methods, going by several different names are also discussed. A very large set of references is given at the end of the book, covering a wide variety of topics in computer graphics and mathematical formalism. I have not read the second volume, but I am sure it respects the high quality of the first.
3 of 3 people found the following review helpful:
4.0 out of 5 stars
Essential book on image synthesis, but lots of errors,
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
If you read the detailed table of contents for this book, which I provide below since it is not in the product description on this site, it can be quite intimidating. Don't let it be. If you know something about linear algebra at the level of just matrices and vectors and you are famililar with the basic ideas of calculus, even if it has been some time since you actually went through the steps of performing derivatives and integrals, then you can grasp the contents of this book. This is not a book about specific digital imaging tricks. The book sticks to the subject of digital image synthesis, which is converting the description of an image into an image itself. Even on that subject, don't expect a lot of algorithms in numbered steps. This is more of a book about the unified theory of digital image synthesis, showing how the knowledge of physics, numerical methods, signal processing, the human visual system, and even mechanical engineering (fluid flow in particular) all work together to give you insight into how to synthesize images. The only real complaint I have is the extensive errata necessary for reading the book. It is quite annoying to be plowing along, reading and trying to grasp a concept, when I come across an equation that just has to be wrong - and it usually is. The errata is online, however. I suggest you print it out and be prepared to use it often. Glassner is a wonderful writer, and his love and knowledge of the subject shows. For that reason it is worth putting up with the errors to get to the knowledge he has on this subject.
VOLUME I (UNITS I AND II) I THE HUMAN VISUAL SYSTEM AND COLOR 1 The Human Visual System 1.1 Introduction 1.2 Structure and Optics of the Human Eye 1.3 Spectral and Temporal Aspects of the HVS 1.4 Visual Phenomena 1.4.1 Contrast Sensitivity 1.4.2 Noise 1.4.3 Mach Bands 1.4.4 Lightness Contrast and Constancy 1.5 Depth Perception 1.5.1 Oculomotor Depth 1.5.2 Binocular Depth 1.5.3 Monocular Depth 1.5.4 Motion Parallax 1.6 Color Opponency 1.7 Perceptual Color Matching:; CIE XYZ Space 1.8 Illusions 1.9 Further Reading 1.10 Exercises 2 Color Spaces 2.1 Perceptually Uniform Color Spaces: L*u*v* and L*a*b* 2.2 Other Color Systems 2.3 Further Reading 2.4 Exercises 3 Displays 3.1 Introduction 3.2 CRT Displays 3.3 Display Spot Interaction 3.3.1 Display Spot Profile 3.3.2 Two-Spot Interaction 3.3.3 Display Measurement 3.3.4 Pattern Description 3.3.5 The Uniform Black Field (t = 0) 3.3.6 Clusters of Four (t = .25) 3.3.7 Clusters of Two (t = .5) 3.3.8 The Uniform White Field (t = 1) 3.3.9 Spot Interaction Discussion 3.4 Monitors 3.5 RGB Color Space 3.5.1 Convertin XYZ to Spectra 3.6 Gamut Mapping 3.7 Further Reading 3.8 Exercises II SIGNAL PROCESSING 4 Signals and Systems 4.1 Introduction 4.2 Types of Signals and Systems 4.2.1 Continuous-Time (CT) Signals 4.2.2 Discrete-Time (DT) Signals 4.2.3 Periodic Signals 4.2.4 Linear Time-Invariant Systems 4.3 Notation 4.3.1 The Real Numbers 4.3.2 The Integers 4.3.3 Intervals 4.3.4 Product Spaces 4.3.5 The Complex Numbers 4.3.6 Assignment and Equality 4.3.7 Summation and Integration 4.3.8 The Complex Exponentials 4.3.9 Braket Notation 4.3.10 Spaces 4.4 Some Useful Signals 4.4.1 The Impulse Signal 4.4.2 The Box Signal 4.4.3 The Impulse Train 4.4.4 The Sinc Signal 4.5 Convolution 4.5.1 A Physical Example of Convulution 4.5.2 The Response of Composite Systems 4.5.3 Eigenfuctions and Frequency Response of LTI Systems 4.5.4 Discrete-Time Convolution 4.6 Two-Dimensional Impulse Response 4.6.1 Linear Systems 4.6.2 Two-Dimensional Impulse Response 4.6.3 Convolution 4.6.4 Two-Dimensional Impulse Response 4.6.5 Eigenfunctions and Frequency Response 4.7 Further Reading 4.8 Exercises 5 Fourier Transforms 5.1 Introduction 5.2 Basis Functions 5.2.1 Projections of Points in Space 5.2.2 Projection of Functions 5.2.3 Orthogonal Families of Functions 5.2.4 The Dual Basis 5.2.5 The Complex Exponential Basis 5.3 Representation in Bases of Lower Dimension 5.4 Continuous-Time Fourier Representations 5.5 The Fourier Series 5.5.1 Convergence 5.6 The Continuous-Time Fouier Transform 5.6.1 Fourier Transform of Periodic Signals 5.6.2 Parseval's Theorem 5.7 Examples 5.7.1 The Box Signal 5.7.2 The Box Specturm 5.7.3 The Guassian 5.7.4 The Impulse Signal 5.7.5 The Impulse Train 5.8 Duality 5.9 Filtering and Convolution 5.9.1 Some Common Filters 5.10 The Fourier Transform Table 5.11 Discrete-Time Fourier Represetnations 5.11.1 The Discrete-Time Fourier Series 5.11.2 The Discrete-Time Fourier Transform 5.12 Fourier Series and Transforms Summary 5.13 Convolution Revisited 5.14 Two-Dimensional Fourier Transforms 5.14.1 Continuous-Time 2D Fourier Transforms 5.14.2 Discrete-Time 2D Fourier Transforms 5.15 Higher-Order Transforms 5.16 The Fast Fourier Transform 5.17 Further Reading 5.18 Exercises 6 Wavelet Transforms 6.1 Introduction 6.2 Short-Time Fourier Transform 6.3 Scale and Resolution 6.4 The Dilation Equation and the Haar Transform 6.5 Decomposition and Reconstruction 6.5.1 Building the Operators 6.6 Compression 6.7 Coefficient Conditions 6.8 Multiresolution Analysis 6.9 Wavelets in the Fourier Domain 6.10 Two-Dimensional Wavelets 6.10.1 The Rectangular Wavelet Decomposition 6.10.2 The Square Wavelet Decomposition 6.11 Further Reading 6.12 Exercises 7 Monte Carlo Integration 7.1 Introduction 7.2 Baisc Monte Carlo Ideas 7.3 Confidence 7.4 Blind Monte Carlo 7.4.1 Crude Monte Carlo 7.4.2 Rejection Monte Carlo 7.4.3 Blind Stratified Sampling 7.4.4 Quasi Monte Carlo 7.4.5 Weighted Monte Carlo 7.4.6 Multidimensional Weighted Monte Carlo 7.5 Informed Monte Carlo 7.5.1 Informed Stratified Sampling 7.5.2 Importance Sampling 7.5.3 Control Variates 7.5.4 Antithetic Variates 7.6 Adaptive Sampling 7.7 Other Approaches 7.8 Summary 7.9 Further Reading 7.10 Exercises 8 Uniform Sampling and Reconstruction 8.1 Introduction 8.1.1 Sampling: Anti-Aliasing in a Pixel 8.1.2 Reconstruction: Evaluating Incident Light at a Point 8.1.3 Outline of this Chapter 8.1.4 Uniform Sampling and Reconstruction of a 1D Continuous Signal 8.1.5 What Signal are Bandlimited? 8.2 Reconstruction 8.2.1 Zero-Order Hold Reconstruction 8.3 Sampling in Two Dimensions 8.4 Two-Dimensional Reconstruction 8.5 Reconstruction in Image Space 8.5.1 The Box Reconstruction Filter 8.5.2 Other Reconstruction Filters 8.6 Supersampling 8.7 Further Reading 8.8 Exercises 9 Nonuniform Sampling and Reconstruction 9.1 Introduction 9.1.1 Variable Sampling Density 9.1.2 Trading Aliasing for Noise 9.1.3 Summary 9.2 Nonuniform Sampling 9.2.1 Adaptive Sampling 9.2.2 Aperiodic Sampling 9.2.3 Sampling Pattern Comparison 9.3 Informed Sampling 9.4 Stratified Sampling 9.4.1 Importance Sampling 9.4.2 Importance and Stratified Sampling 9.5 Interlude: The Duality of Aliasing and Noise 9.6 Nonuniform Reconstruction 9.7 Further REAding 9.8 Exercises 10 Sampling and Reconstruction Techniques 10.1 Introduction 10.2 General Outline of Signal Estimation n 10.3 Initial Sampling Patterns 10.4 Uniform and Nonuniform Sampling 10.5 Initial Sampling 10.5.1 Uniform Sampling 10.5.2 Rectangular Lattice 10.5.3 Hexagonal Lattice 10.5.4 Triangular Lattice 10.5.5 Diamond Lattice 10.5.6 Comparison of Subdivided Hexagonal and Square Lattices 10.5.7 Nonuniform Sampling 10.5.8 Poisson Sampling 10.5.9 N-Rooks Sampling 10.5.10 Jitter Distribution 10.5.11 Poisson-Disk Pattern 10.5.12 Precomputed Poisson-Disk Patterns 10.5.13 Multiple-Scale Poisson-disk Patterns 10.5.14 Sampling Tiles 10.5.15 Dynamic Poisson-Disk Patterns 10.5.16 Importance Sampling 10.5.17 Multidimensional Patterns 10.5.18 Discussion 10.6 Refinement 10.6.1 Sample Intensity 10.7 Refinement Tests 10.7.1 Intensity Comparison Refinement Test 10.7.2 Contrast Refinement Test 10.7.3 Object-Based Refinement Test 10.7.4 Ray-Tree Comparison Refinement Test 10.7.5 Intensity Statistics Refinement Test 10.8 Refinement Sample Geometry 10.9 Refinement Geometry 10.9.1 Linear Bisection 10.9.2 Area Bisection 10.9.3 Nonuniform Geometry 10.9.4 Multiple-Level Sampling 10.9.5 Tree-Based Sampling 10.9.6 Multiple-Scale Template Refinement 10.10 Interpolation and Recontruction 10.10.1 Functional Techniques 10.10.2 Warping 10.10.3 Piecewise-Continuous Recontruction 10.10.5 Local Filtering 10.10.6 Yen's Method 10.10.7 Multistep Reconstruction 10.11 Further Reading 10.12 Exercises Bibiography Index VOLUME II (UNITS III, IV, AND V) III MATTER AND ENERGY 11 Light 11.1 Introduction 11.2 The Double-Slit Experiment 11.3 The Wave Nature of Light 11.4 Polarization 11.5 The Photoelectric Effect 11.6 Particle-Wave Duality 11.7 Reflection and Transmission 11.8 Index of Refraction 11.8.1 Sellmeier's Formula 11.8.2 Cauchy's Formula 11.9 Computing Specular Vectors 11.9.1 The Reflected Vector 11.9.2 Total Internal Reflection 11.9.3 Transmitted Vector 11.10 Further Reading 11.11 Exercises 12 Energy Transport 12.1 Introduction 12.2 The Rod Model 12.3 Particle Density and Flux 12.4 Scattering 12.4.1 Counting New Particles 12.5 The Scattering-Only Particle Distribution Equations 12.6 A More Complete Medium 12.6.1 Explicit Flux 12.6.2 Implicit Flux 12.7 Particle Transport in 3D 12.7.1 Points 12.7.2 Projected Areas 12.7.3 Directions 12.7.4 Solid Angles 12.7.5 Integrating over solid Angles 12.7.6 Direction Sets 12.7.7 Particles 12.7.8 Flux 12.8 Scattering in 3D 12.9 Components of 3D Transport 12.9.1 Streaming 12.9.2 Emission 12.9.3 Absorption 12.9.4 Outscattering 12.9.5 Inscattering 12.9.6 A Complete Transport Model 12.9.7 Isotropic Materials 12.10 Boundary Conditions 12.11 The Integral Form 12.11.1 An Example 12.11.2 The Integral Form of the Transport Equation 12.12 The Light Transport Equation 12.13 Further Reading 12.14 Exercises 13 Radiometry 13.1 Introduction 13.2 Radiometric Conventions 13.3 Notation 13.4 Spherical Patches 13.5 Radiometric Terms 13.6 Radiometric Relations 13.6.1 Discussion of Radiance 13.6.2 Spectral Radiometry 13.6.3 Photometry 13.7 Reflectance 13.7.1 The BRDF fr 13.7.2 Reflectance p 13.7.3 Reflectance Factor R 13.8 Examples 13.8.1 Perfect Diffuse 13.8.2 Perfect Specular 13.9 Spherical Harmonics 13.10 Further Reading 13.11 Exercises 14 Materials 14.1 Introduction 14.2 Atomic Structure 14.3 Particle Statistics 14.3.1 Fermi-Dirac Statistics 14.4 Molecular Structure 14.4.1 Ionic Bonds 14.4.2 Molecular-Orbital Bonds 14.5 Radiation 14.6 Blackbodies 14.6.1 Bose-Einstein Statistics 14.7 Blackbody Energy Distribution 14.7.1 Constant Index of Refraction 14.7.2 Linear Index of Refraction 14.7.3 Radiators 14.8 Phosphors 14.9 Further Reading 14.10 Exercises 15 Shading 15.1 Introduction 15.2 Lambert, Phong, and Blinn-Phong Shading Models 15.2.1 Diffuse Plus Specular 15.3 Cook-Torrance Shading Models 15.3.1 Torrance-Sparrow Microfacets 15.3.2 Fresnel's Formulas 15.3.3 Roughness 15.3.4 The Cook-Torrance Model 15.3.5 Polarization 15.4 Anistropy 15.4.1 The Kajiya Model 15.4.2 The Poulin-Fournier Model 15.5 The HTSG Model 15.6 Empirical Models 15.6.1 The Strauss Model 15.6.2 The Ward Model 15.6.3 The Programmable Model 15.7 Precomputed BRDF 15.7.1 Sampled Hemispheres 15.7.2 Spherical Harmonics 15.8 Volume Shading 15.8.1 Phase Functions 15.8.2 Atmospheric Modeling 15.8.3 The Earth's Ocean 15.8.4 The Kubelka-Munk Pigment Model 15.8.5 The Hanrahan-Krueger Multiple-Layer Model 15.9 Texture 15.10 Hierarchies of Scale 15.11 Color 15.12 Further Reading 15.13 Exercises 16 Integral Equations 16.1 Introduction 16.2 Types of Integral Equations 16.3 Operators 16.3.1 Operator Norms 16.4 Solution Techniques 16.4.1 Residual Minimization 16.5 Degenerate Kernels 16.6 Symbolic Methods 16.6.1 The Fubini Theorem 16.6.2 Successive Substitution 16.6.3 Neumann Series 16.7 Numerical Approximations 16.7.1 Numerical Integration (Quadrature) 16.7.2 Method of Undetermined Coefficients 16.7.3 Quadrature on Expanded Functions 16.7.4 Nystrom Method 16.7.5 Monte Carlo Quadrature 16.8 Projection Methods 16.8.1 Projection 16.8.2 Pictures of the Function Space 16.8.3 Polynomial Collocation 16.8.4 Tchebyshev Approximation 16.8.5 Least Squares 16.8.6 Galerkin 16.8.7 Wavelets 16.8.8 Discussion 16.9 Monte Carlo Estimation 16.9.1 Random Walks 16.9.2 Path Tracing 16.9.3 The Importance Function 16.10 Singularities 16.10.1 Removal 16.10.2 Factorization 16.10.3 Divide and Conquer 16.10.4 Coexistence 16.11 Further Reading 16.12 Exercises 17 The Radiance Equation 17.1 Introduction 17.2 Forming the Radiance Equation 17.2.1 BDF 17.2.2 Phosphorescence 17.2.3 Fluorescence 17.2.4 FRE 17.3 TIGRE 17.4 VTIGRE 17.5 Solving for L 17.6 Further Reading 17.7 Exercises IV RENDERING 18 Radiosity 18.1 Introduction 18.2 Classical Radiosity 18.2.1 Collocation Solution 18.2.2 Galerkin Solution 18.2.3 Classical Radiosity Solution 18.2.4 Higher-Order Radiosity 18.3 Solving the Matrix Equation 18.3.1 Jacobi Iteration 18.3.2 Gauss-Seidel Iteration 18.3.3 Southwell Iteration 18.3.4 Overrelaxation 18.4 Solving Radiosity Matrices 18.4.1 Jacobi Iteration 18.4.2 Gauss-Seidel Iteration 18.4.3 Southwell Iteration 18.4.4 Progressive Refinement 18.4.5 Overrelaxation 18.4.6 Comparison 18.5 Form Factors 18.5.1 Analytic Methods 18.5.2 Contour Integration 18.5.3 Physical Devices 18.5.4 Projection 18.5.5 Discussion 18.6 Hierarchical Radiosity 18.6.1 One Step of HR 18.6.2 Adaptive HR 18.6.3 Importance HR 18.6.4 Discussion 18.7 Meshing 18.8 Shooting Power 18.9 Extensions to Classical Radiosity 18.10 Further Reading 18.11 Exercises 19 Ray Tracing 19.1 Introduction 19.2 Photon and Visibility Tracing 19.3 Visibility Tracing 19.3.1 Strata Sets 19.3.2 Applying Resolved Strata 19.3.3 Direct and Indirect Illumination 19.3.4 Discussion 19.4 Photon Tracing 19.5 Bidirectional Ray-Tracing Methods 19.6 Hybrid Algorithms 19.7 Ray-Tracing Volumes 19.8 Further Reading 19.9 Exercises 20 Rendering and Images 20.1 Introduction 20.2 Postprocessing 20.2.1 A Nonlinear Observer Model 20.2.2 Image-Based Processing 20.2.3 Linear Processing 20.3 Feedback Rendering 20.3.1 Illumination Painting 20.3.2 Subjective Constraints 20.3.3 Device-Directed Rendering 20.4 Further Reading 20.5 Exercise 21 The Future 21.1 Technical Progress 21.1.1 Physical Optics 21.1.2 Volume Rendering 21.1.3 Information Theory 21.1.4 Beyond Photo-Realism: Subjective Rendering 21.2 Other Directions 21.3 Summary V APPENDICES A Linear Algebra A.1 General Notation A.2 Linear Spaces A.2.1 Norms A.2.2 Inf and Sup A.2.3 Metrics A.2.4 Completeness A.2.5 Inner Products A.3 Function Spaces A.4 Further Reading B Probability B.1 Events and Probability B.2 Total Probability B.3 Repeated Trials B.4 Random Variables B.5 Measures B.6 Distributions B.7 Geometric Series B.8 Further Reading C Historical Notes C.1 Specular Reflection and Transmission C.1.1 Specular Reflection C.1.2 Specular Transmission D Analytic Form Factors D.1 Differential and Finite Surfaces D.1.1 Differential to Differential D.1.2 Differential to Finite D.1.3 Finite to Finite D.2 Two Polygons E Constants and Units F Luminaire Standards F.1 Terminology F.2 Notation F.3 The IES Standard F.3.1 The Big Picture F.3.2 The Tilt Block F.3.3 The Photometry Block F.4 The CIE Standard F.4.1 The Main Block F.4.2 The Measurement Block F.4.3 The Photometry Block G Reference Data G.1 Material Data G.2 Human Data G.3 Light Sources G.4 Phosphors G.5 Macbeth ColorChecker G.6 Real Objects
3 of 3 people found the following review helpful:
5.0 out of 5 stars
A unique resource,
By A Customer
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
This is the one really fundamental book on rendering computer images. Watt's book is an excellent introduction to many basic principles, but Glassner's volumes are an advanced text suitable even for experienced graphics professionals. Here you can find a description of fourier analysis and wavelets using the same notation, a survey of appearance science, and a good description of the physics underlying rendering algorithms. It really has everything. There are some typos in some of the equations, but the errata are available online. I find myself using these volumes all the time.
2 of 2 people found the following review helpful:
5.0 out of 5 stars
A Unique & Authorative Resource,
By A Customer
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
This set of books is a unique & authorative resource guiding you though a whole range of 2D and 3D graphics concepts and algorithms. I have referred to it many times for explainations and definitions related to 3D rendering and shading models, among other things. However, this is NOT just an encyclopedia or compilation of other people's works - the author (a respected senior CG researcher himself) has gone through a whole body of knowledge, explaining and linking each concept, and including the CG algorithms in a broader context along with concepts of human perception and underlying theories. Nothing like this has ever been written - I would recommend it to anyone who can understand it, with the sole warning that some college-level math (at least a little calculus) is needed in order to read and follow much of what he covers.
6 of 8 people found the following review helpful:
5.0 out of 5 stars
Strong, serious work on the science behind computer graphics,
By A Customer
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
This book is the first serious work to bring together
elements from disparate areas of science, such as optics,
psychology, and monte carlo sampling, and show how these
are used in the field of computer graphics. It is not a
book about how to code various algorithms, rather it is a
place to go to learn about what has been done in the field
and to gain inspiration for further research. It is
for the most part readable, but not light reading. These
two volumes are a great time saver if you need to
understand the relevant theory in a particular area of
research; the author has combed through literally thousands
of papers and books and presented the essence of many of
the best of them. Its high rating can be justified by the
fact that it is the only work of its kind; that it is
well illustrated, informative, and useful makes it all the
better.
2 of 3 people found the following review helpful:
5.0 out of 5 stars
Great Book,
By Cuneyt Ozdas (Istanbul, -- Turkey) - See all my reviews
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
Among all of the CG books on my shelf, this is the only one which binds the CG subjects to physics origin so deeply. Glassner prepared a very nice collection of reference information, explained the historical reasons of several confusing stuff in CG. It's true that it has number of mistakes / typos but there's an online errata .... Once you check and note down the errata in the proper places of the book - which may take your 1hr at the most-, nothing will remain to complain about this book. If you are serious about CG, you'll love the information in this book. It's a bit expensive but surely worth the price.
2 of 4 people found the following review helpful:
2.0 out of 5 stars
Disappointed,
By David Cunningham (Avondale Estates, GA USA) - See all my reviews
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
I was expecting much more out of this 2 volume set. The books are full of mistakes, especially in formulas. If you plan on purchasing these books, make sure to download and print out the errata as well. It could save many headaches in trying to understand formulas that don't agree with the accompanying explanation. I don't doubt that Glassner is a very intelligent man, but his descriptions are somewhat dense and difficult to decypher sometimes. My recommendation: get an ACM SIGGRAPH membership to get access to many of the papers in this field and get the algorithms straight from the source.
5 of 9 people found the following review helpful:
2.0 out of 5 stars
Disappointed,
By A Customer
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
I was quite disappointed with the number of mistakes in this book as I would have liked to have used it as a reference. Many sections were grabbed from research papers which I am familiar with and no attempt was made to keep notations consistent between papers. This meant that as you are reading the notations will suddenly switch on you. I think the undertaking was too ambitious although the topics are quite pertinent. Perhaps the next release will address these problems.
0 of 4 people found the following review helpful:
5.0 out of 5 stars
Finally, I get this book:),
This review is from: Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set (Hardcover)
I have not read this book throughly yet, but I have long
been hoping get this book to read and finally I get it. It must be a good fundamental image synthesis book because I remember once some graphics guru recommend this book to me strongly, but forget when and who:) |
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Principles of Digital Image Synthesis (The Morgan Kaufmann Series in Computer Graphics) 2 Volume Set by Andrew S. Glassner (Hardcover - March 15, 1995)
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