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Graphics Gems 1st Edition
Purchase options and add-ons
- ISBN-109780122861666
- ISBN-13978-0122861666
- Edition1st
- PublisherAcademic Press Inc.
- Publication dateJuly 13, 1993
- LanguageEnglish
- Dimensions7.75 x 1.5 x 9.75 inches
- Print length864 pages
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Product details
- ASIN : 0122861663
- Publisher : Academic Press Inc.; 1st edition (July 13, 1993)
- Language : English
- Hardcover : 864 pages
- ISBN-10 : 9780122861666
- ISBN-13 : 978-0122861666
- Item Weight : 3.44 pounds
- Dimensions : 7.75 x 1.5 x 9.75 inches
- Best Sellers Rank: #2,353,489 in Books (See Top 100 in Books)
- #123 in Rendering & Ray Tracing
- #496 in Mathematical & Statistical Software
- #1,550 in Game Programming
- Customer Reviews:
About the author

Andrew Glassner is a Senior Research Scientist at Weta Digital, where he combines deep learning and computer graphics to help artists produce amazing visual effects for movies and television.
Glassner has served as Papers Chair of the SIGGRAPH '94 Papers Committee, Founding Editor of the Journal of Computer Graphics Tools, and Editor-in-Chief of ACM Transactions on Graphics. A popular speaker, Glassner has delivered invited addresses to groups around the world on topics ranging from computer graphics and deep learning to story structure and narrative.
Glassner has written and directed live-action and animated films, and was creator-writer-director of an online multiplayer murder-mystery game for The Microsoft Network. He has written novels and screenplays, and is developing a serialized story for podcast. He has carried out research at labs such as the NYIT Computer Graphics Lab, Xerox PARC, Microsoft Research, and Weta Digital.
Andrew holds a PhD in Computer Science from The University of North Carolina at Chapel Hill. He is a Voting Member of the Academy of Television Arts and Sciences. In his spare time, Andrew paints, composes music, plays jazz piano, and hikes with his dog.
You can see more of his work at https://www.glassner.com
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2.0 out of 5 stars The code is available free, Needs an update. Obsolete C code , arcane pseudo code
but it has 2 huge negatives:
1. It contains C code using a deprecated variable declaration style that literally can't compile on a modern Compiler
2. The pseudo code is opaque and unreadable, with its own ad-hoc symbolic language convention
All the code is available online and it is probably easier to learn by just downloading that.
Are you dealing with limited HW resources and want to create some graphic UI? This book is for you.
As the description says, it's a collection of articles that cover solutions related to geometric problems and graphics techniques. It is wonderful for browsing and becoming exposed to little tricks and tips, or just seing the types of problems that people have solved that you never even knew existed. The way I learned to appreciate this book was browsing through it in a bookstore. I didn't have the money at the time to buy it (in college). Later, at work, I needed to solve a geometric problem, and I remembered that this book has an article on the problem I was solving. I went out and bought it, and have since refered to it on many occasions, including writing my own geometry-related book, "3D Math Primer for Graphics and Games Development."
My four-star rating is based on a buyer in today's market. As I mentioned, I own the entire series and have worn the pages to bits. At the time it was first published, I would have given it 5 stars without a doubt. However, some of the material is related to problems that are not important problems for many programmers anymore, such as software rasterization. At the time, some of the material was very new and this book was one of the few places to find it. However, since then, most of it has been well covered in more up-to-date graphics or "geometry toolbox" books that offer better diagrams and clearer explanations. Also, the sample code is old-school style C code and a bit messy in my opinion. It's probably not a good book for learning, either.
In summary, this book, like any "Gem" book, is great for browsing and becoming exposed to concepts. However, for today's buyer, I think there are better alternatives that should be purchased before this book. Real-Time Rendering is a good survey of graphics techniques. Eberly has written some good books for geometry toolbox. For learning, I'd recommend my book of course! But this still is a great classic and many experienced programmers have it on their shelf.
The first was for the "Elite" - ACM Siggraph pubs and conferences. Created in 1975 as a exchange of ideas. This is where Pixar (a Lucasfilm division) first presented stills (ie "1984"), simple shorts (ie Luxo Jr) and then the first Fully animated movie "Andre and Wally B". The publications were some of the most stolen items at some offices (I "lost" 2/3's of mine).
The second was the internet, in the newsgroup comp/graphics. This was a world of questions and answers with no one really archiving the useful articles.
Andrew Glassner and several others, proposed a reference book which would contain the best articles on computer graphics. The response ranged from extremely positive to the haters (you just want to make a buck off of my work). Thank goodness, positive won out. Andrew started collecting submissions, putting them into categories, choosing the cream and created a reference book like no other. It came out at an affordable price ($50 vs $100+) and with enough material for 3/4 of a second book.
After people got their hands on the book, they wanted more. A second editor was chosen with another call for submissions. Several of the books came with a floppy that had the source code on it for either a Mac or a PC. The rest is history, Yes, the book looks dated now (20 years later), but if you want to understand the mechanics of CGI, see how graphics were done "Old School" before the chips, it's a great reference.
The Graphic Gems series is to CGI as the Knuth series was to early programmers.


