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Computer Graphics with OpenGL (3rd Edition)
 
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Computer Graphics with OpenGL (3rd Edition) (Hardcover)

~ Donald D. Hearn (Author), M. Pauline Baker (Author)
3.6 out of 5 stars  See all reviews (12 customer reviews)

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Frequently Bought Together

Customers buy this book with OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) by Dave Shreiner

Computer Graphics with OpenGL (3rd Edition) + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition)
Price For Both: $137.09

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Product Description

Reflecting the rapid expansion of the use of computer graphics and of C++ as a programming language of choice for implementation, this book converts all programming code into the C++ language. This new edition is a complete revision, bringing the text up to date with current advances in computer graphics technology and applications. Assuming readers have no prior familiarity with computer graphics, the authors—both authorities in their field—present basic principles for design, use, and understanding of computer graphics systems using their well-known, and accessible writing style. It includes an exploration of GL, PHIGS, PHIGS+, GKS and other graphics libraries and covers topics such as distributed ray tracing, radiosity, physically based modeling, particle systems, and visualization techniques. For professionals in any area of computer graphics: CAD, Animation, Software Design, etc. Previously announced in 12/2002 catalog.

From the Back Cover

Reflecting the rapid expansion of the use of computer graphics and of C++ as a programming language of choice for implementation, this book converts all programming code into the C++ language. This new edition is a complete revision, bringing the text up to date with current advances in computer graphics technology and applications. Assuming readers have no prior familiarity with computer graphics, the authors—both authorities in their field—present basic principles for design, use, and understanding of computer graphics systems using their well-known, and accessible writing style. It includes an exploration of GL, PHIGS, PHIGS+, GKS and other graphics libraries and covers topics such as distributed ray tracing, radiosity, physically based modeling, particle systems, and visualization techniques. For professionals in any area of computer graphics: CAD, Animation, Software Design, etc. Previously announced in 12/2002 catalog.

Product Details

  • Hardcover: 880 pages
  • Publisher: Prentice Hall; 3 edition (September 22, 2003)
  • Language: English
  • ISBN-10: 0130153907
  • ISBN-13: 978-0130153906
  • Product Dimensions: 10.1 x 8.3 x 1.5 inches
  • Shipping Weight: 3.9 pounds (View shipping rates and policies)
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon.com Sales Rank: #198,955 in Books (See Bestsellers in Books)

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    #9 in  Books > Computers & Internet > Programming > Graphics & Multimedia > OpenGL

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Customer Reviews

12 Reviews
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Average Customer Review
3.6 out of 5 stars (12 customer reviews)
 
 
 
 
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10 of 10 people found the following review helpful:
4.0 out of 5 stars No shortcuts, September 10, 2004
By W Boudville (Terra, Sol 3) - See all my reviews
(TOP 10 REVIEWER)    (REAL NAME)      
There are two, complementary uses for this book. The first is to learn computer graphics [of course]. To this ends, the authors give an excellent hands on discourse. They go through all the major ideas in this introductory course. Like the basic two dimensional drawing algorithms - Bresenham's, filling methods etc. Then they take you into a three dimensional world that you can create. Ultimately, this is where most of you will end up. Today's computers and graphical techniques are so powerful that you can make intricate objects in 3d. Then learn various non-trivial methods to take a plane projection, which is your image.

The authors also cover groovy ideas like using fractals and self-similarity to make random landscapes. This will attract some of you.

All the above is done with the aid of the OpenGL library. So you don't need to hardcode low level routines. OpenGL lets you concentrate on applying the book's algorithms for higher level purposes.

But there is another use of the book. If you're already up to speed on graphics algorithms and want to learn OpenGL, then here is a nice user's manual.

For either purpose, you may baulk at the text's length. But it can't be helped. The subject warrants the level of detail given here. No shortcuts to a good understanding.
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8 of 8 people found the following review helpful:
2.0 out of 5 stars too much coverage, not even breadth, October 10, 2005
By Jasper Zhang (Philadelphia, USA) - See all my reviews
(REAL NAME)   
I must agree with J. Davis. After going through about 3-4 different types of CG courses and experimenting with my own seminars I find that this book is just way too wide of a scope. It seems like it tries to cram general computer graphics, interactive computer graphics, and advanced computer graphics in one... and do a bad job at it. Looking through the book I seriously doubt that some topics can be covered in one chapter, especially some of the viewing chapters. How can you cover all aspect of 2D and 3D viewing, even in breadth only and no depth, in one chapter? That's just ridiculous. It almost feels as if they are saying that you need a separate major for CG completely, one course for overview, one for 2d, one for 3d, one for interactive graphics, and a few for advanced topics in computer graphics... but the problem is that that is too narrow of a scope for any 4 year college degree. Plus you can't even start some of the basic discussions without general education in the fundamental math like linear algebra, calculus, discrete math, and so forth. So this book is sort of making a statement that can't be backed in the real world. Though this does offer a good overview for people who are just curious. It touches on a wide variety of things and has very practical approach to having a workable project using openGL.

Now as for Davis's comments on a good book. I think Foley and van Dam has actually a pretty good book for undergrads, especially when you set appropriate prequisits for the course. Keeping in mind that CG should be a junior-senior level undergrad course. I studied CG1 when I was an art major and found the Foley van Dam book to usable, though dry, but usable. I found other books later on to be useful, but they are a bit specialized. A few good ones I must suggest for graphics math is essential mathematics for games by van verth and bishop to be good. I also recommend realtime graphics by akenine-moller and haine for interactive graphics. For some specialized ones you have to look around but I do recommend my professor's (david breen) book on cloth animation. But yeah, to sum it up, stick with Foley van Dam for your intro courses... maybe use this as an added supplement, especially when considering OpenGL for your teaching tool.
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10 of 11 people found the following review helpful:
2.0 out of 5 stars Not very complete, May 2, 2005
By J. Davis (Stanford CA) - See all my reviews
(REAL NAME)   
I teach an intro graphics course. I found that this text didn't cover the full set of things that are usually found in such a course (or covered them too superficially.) I do find its OpenGL examples embedded directly into the text to be useful for my students, but for me that doesn't forgive the lack of sufficient explanation of topics I care about.

I should note that I'm not aware of a 5 star text either. Although Foley-vanDam-et.al. is sufficiently complete its a little hard for some undergrads. I haven't yet checked out Angel or Watt or Shirley but they seem popular alternatives.
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Most Recent Customer Reviews

5.0 out of 5 stars Computer Graphics with OpenGL (3rd Edition)
Very good book for my University course in computer graphics, hard to find at bookstores
Published 18 months ago by Gerardo Elizondo Chaires

1.0 out of 5 stars Only usable as a college textbook (if you have a good instructor)
Source code is downloadable only if you are an instructor.
Can you prenhall guys get more stupid than this?
Published 23 months ago by Riccardo Audano

4.0 out of 5 stars From a student
I did not read this textbook cover to cover. I read it the way I read most textbooks, which is the same way I assume most students do -- in bits and pieces. Read more
Published on May 31, 2007 by Glen H. Barratt

2.0 out of 5 stars Misleading, confusing and altogether irritating
I studied this book as an undergraduate in my junior year. I find it important to mention that the CG course was one of the most enjoyable and motivating courses I have taken... Read more
Published on May 22, 2006 by Aciel

5.0 out of 5 stars Better than most CG books
This book was obviously written for students starting a programming course on OpenGL. Almost every page (in full colour) has diagrams, pictures, graphs, formula and code. Read more
Published on April 23, 2005 by Peter Wilson

3.0 out of 5 stars Good but not as good
First off this book is in full colour, which gives a lot of people a nice image of this book. The layout of this book is good though the topics are not arranged quite well. Read more
Published on April 11, 2005 by Loh Tien Hock

5.0 out of 5 stars Learn Graphics with OpenGL or make your own engine
Covering the span of computer graphics history, this book tackles many subjects, from just drawing a line (at a very low level) to fractal terrain generation. Read more
Published on March 17, 2005 by Brian Borman

5.0 out of 5 stars Excellent! The Best!
This book is the perfect combination of 1)2D and 3D theory and mathematical background, and 2) practical application using OpenGL. Read more
Published on November 1, 2004 by A Reader

5.0 out of 5 stars Great introduction to CG and OpenGL.
Some months ago I borrowed the international paperback edition of this book and read it from cover to cover. Read more
Published on September 25, 2004 by Berk Özer

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