Foundations of 3D Computer Graphics (The MIT Press) Illustrated Edition
| Steven J. Gortler (Author) Find all the books, read about the author, and more. See search results for this author |
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Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics.
The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
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Editorial Reviews
Review
Destined to be a classic in the field, Foundations of 3D Computer Graphics deals with an extremely broad and important chunk of computer graphics and offers excellent coverage of these areas. It provides specific examples of the described techniques, and it is built on the solid mathematical underpinnings that are essential to understanding the foundations and subtleties of the topics. The theory is connected to the OpenGL API in a consistent and organized fashion. This work is appropriate as a stand-alone textbook for a course in computer graphics or as a reliable and wide-ranging guide for those developing applications.
―Julie Dorsey, Professor of Computer Science, Yale UniversityAbout the Author
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Product details
- Publisher : The MIT Press; Illustrated edition (July 13, 2012)
- Language : English
- Hardcover : 273 pages
- ISBN-10 : 0262017350
- ISBN-13 : 978-0262017350
- Reading age : 18 years and up
- Grade level : 12 and up
- Item Weight : 1.8 pounds
- Dimensions : 9 x 7 x 0.8 inches
- Best Sellers Rank: #1,172,485 in Books (See Top 100 in Books)
- #66 in Adobe Illustrator Guides
- #149 in 3D Graphic Design
- #390 in Design & Graphics Software Books
- Customer Reviews:
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Pros: I hadn't done linear algebra in almost 15 yearsl, so the first couple chapters were good to help review the material needed as a foundation to the course. I would have liked bit more, but it's good that the book has some of it. Also, th boox covers a bunch of different topics from shading to quaternions, all good and valuable.
Conrs: The book is riddled with errors, including some that would keep your programs from being successful. You will need to visit the errata website for the book to correct these errors. Also, the book presented some topics in less-than-helpful ways (i.e. shadows in my opinion). I think this book would really benefit from a second etition. Probably more than any other book I've ever used in a class.
To put it succinctly: In my opinion, this book is to 3D graphics that K&R is to C. It should be the first place that you start for getting into 3D graphics.
I think with time it will be a classic.
For course text book, for first undergraduate course or first graduate course in CG, Baker et l was a good book as well. However, this have not stay up to date... therefore, Foley always wins when it comes to theory but is a bit dense.
In the practical side, we have the OpenGL Red book, which was great (and hoping the new edition is even better yet) and the OpenGL Bible. The OpenGL Bible is a great book in the practical side, of course, many times using their own library for some of the work (latest edition of opengl bible)
So If put this book in the spectrum of theory to practice we have
Foley ...... Watt ...... THIS BOOK .... .... OpenGL Bible
This book in the middle. Good theory, but not advanced enough with modern opengl examples.
I recommended this book.
At this point, I haven't finished, but I expect at least when I have 70 to 80% of the book read, I will update this review.
This book should become the standard for introductory CG in every college!








