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Foundations of 3D Computer Graphics (MIT Press) Hardcover – July 13, 2012
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This book has changed the way I teach computer graphics. In particular, it offers the most rigorous and intuitive treatment of coordinate systems I have seen.(Fredo Durand, MIT)
This book provides a principled introduction to computer graphics, with emphasis on geometric concepts in rasterization. The description is fun and practical, using many examples in modern OpenGL, yet also conveys thoughtful intuition of the underlying theory. Many advanced topics, such as color and radiance, are brilliantly summarized. I highly recommend it.(Hugues Hoppe, Microsoft Research)
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 University)
About the Author
Steven J. Gortler is Robert I. Goldman Professor of Computer Science at Harvard University.
Top customer reviews
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.
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.
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!