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Graphics Gems 1st Edition

4.2 4.2 out of 5 stars 12 ratings

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"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

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Editorial Reviews

About the Author

Andrew Glassner's contributions to computer graphics span 20 years. His work at Microsoft Research, Xerox PARC, the IBM Watson Research Labs, Bell Communications Research, and the Delft University of Technology has produced numerous technical articles on rendering theory and practice, animation, modeling, and new media. He currently creates new computer graphics tools at Microsoft Research. Among his recent work is Chicken Crossing, a 3D animated short film that has been shown internationally at film festivals and on television, and Dead Air, an interactive game for play over the Internet. Dr. Glassner is the author of the two volume bible, Principles of Digital Image Synthesis and 3D Computer Graphics: A Handbook for Artists and Designers. He has also edited An Introduction to Ray Tracing, and created the Graphics Gems series for programmers.

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
  • Customer Reviews:
    4.2 4.2 out of 5 stars 12 ratings

About the author

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Andrew S. Glassner
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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

Customer reviews

4.2 out of 5 stars
12 global ratings

Top reviews from the United States

Reviewed in the United States on December 11, 2012
Not a book for the feint of heart. This book is an excellent collection of tips and tricks for fundamental computer graphics operations. It's a great reference for graphics geeks or folks looking to implement low-level graphics libraries, especially on resource-limited hardware.
Reviewed in the United States on June 4, 2021
Contains plenty of ancient graphics wisdom, from an age when such knowledge was arcane and sparse.
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.
Reviewed in the United States on December 8, 2012
This book has been written by some real smart people that had to overcome HW limitations using efficient algorithms and solutions.

Are you dealing with limited HW resources and want to create some graphic UI? This book is for you.
Reviewed in the United States on June 18, 2010
Packed full with many interesting solutions to problems in Computer Graphics developed by active researchers in the field, this is a must have for any serious Computer Graphics program developer.
One person found this helpful
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Reviewed in the United States on December 19, 2016
Outdated, but one may find it useful.
Reviewed in the United States on December 26, 2003
I own all of the "Graphics Gems" Series. This one is probably the best. It really truly is a classic. I'll get to the reason for only 4 out of 5 stars in a moment.
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.
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Reviewed in the United States on May 16, 2015
Back in the early days of the internet, there were two avenues for learning computer graphics.

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.
2 people found this helpful
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Reviewed in the United States on July 16, 2014
This book has been extremely helpful. So much packed in there!
One person found this helpful
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