- Hardcover: 804 pages
- Publisher: A K Peters/CRC Press; 3 edition (July 21, 2009)
- Language: English
- ISBN-10: 1568814690
- ISBN-13: 978-1568814698
- Product Dimensions: 1.5 x 7.5 x 9.2 inches
- Shipping Weight: 3.4 pounds
- Average Customer Review: 15 customer reviews
- Amazon Best Sellers Rank: #680,710 in Books (See Top 100 in Books)
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Fundamentals of Computer Graphics 3rd Edition
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Fundamentals of Computer Graphics appears in its third updated edition to pack in discussions of the basics of computer graphics for college-level students and programmers. Four new chapters on implicit modeling, color, visualization and computer graphics in games have been added along with extensive revisions and updated new material, making this a 'must' for any college-level computer graphics library.
-- The Midwest Book Review, December 2009
About the Author
Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.
Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.
Top customer reviews
But I'm too lazy to finish reading it. still, this good gives me a deeper insight into computer graphs.
This book is good for beginners like me. Easy to understand.
If someone tries to understand the fields of machine vision, this book probably help him/her.
Some people come to this book looking for tools or examples on how to apply computer grpahics and then complain about the math. My advice is, if you don't want the math then you don't want computer graphics.
CG is a whole field on its own and it is difficult to condense everything into one only book, most of the chapters have books on their own. The chapters in this book are very short since they have to cover a lot of stuff in a small book. Only one chapter talks about CG applied to games.
This is an academical book, it is made for people who want to really understand the underlying mechanics and methods of computer graphics instead of just using tools, learn how to build tools not just use them.
My only complain is that there is almost no relationship between chapters, there are a lot of concepts that I belive should be grouped differently.
I have a CG Master degree and I believe this is a nice book to summarize everything we learn and may be a useful goto reference when you need to remember something real quick.
I'd really wish to ask the authors to publish a book of answers, some of the questions are too open and maybe difficult to discuss
The book is written in a clear, succinct style with focused chapters logically arranged. There is some expectation that the reader understands basic algebra, linear algebra, and some calculus. Overall its a very accessible textbook.
One unavoidable downside to its approach is that it does little to get you through the "last mile" of actually writing a graphics application. While the book offers pseudocode, it never gives you a complete running program. Therefore, you will need additional sources in order to create an actual running application using your system's graphics API. This book will get you to the point of knowing how to implement the algorithm, but won't give you the specific API calls you need to make.
I've been using it as textbook for the undergraduate graphics course I just finished teach, and (frankly) hated it for that purpose (as did most of the students). It's more than a bit too far to the "theoretical/mathematical" treatment side of the spectrum of possible books (vs "practical and useful"). The math is fine most of the time, although in many parts it's unnecessarily dense. More than a few times I found myself telling the students "Here's what they are trying to say in that page of equations."
More fundamentally, while the book provides plenty of detail on the underly math, it then will take a topic (like projective texturing or shadow mapping) and gloss over the implementation details. While I can (and did) teach those things myself, integrating practical issues with the underlying theory, in one place, would be a far better approach.
Next time, I'm going to look for something that mixes in a more practical treatment with the underlying theory.