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Interactive Computer Graphics: A Top-Down Approach with OpenGL (2nd Edition) 2nd Edition

3.4 3.4 out of 5 stars 15 ratings

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This introductory text recognizes that beginners learn computer graphics more quickly by doing it. Taking a top-down approach, the book gets you started early in writing interesting 3D graphics programs. Each chapter is built around a nontrivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail. Coverage includes all the topics required for a fundamental understanding of computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, anti-aliasing, texture mapping, and compositing, as well as important hardware issues.

To enable this top-down approach, the book first describes an important application programmer's interface, OpenGL, a graphics library available on most platforms, from high-end graphics workstations to PCs. This high-level interface and a basic knowledge of C programming allow you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGL's well-defined architecture also facilitates the book's technical discussions of algorithm implementations.

The Second Edition of this widely used book features enhanced discussion of hierarchy and object orientation, visualization, interaction, and projection; includes additional code examples, such as two new variants of the Sierpinski gasket, display of hierarchical models, shadow generation, and visualization; and covers functionality added to OpenGL 1.1, including vertex arrays.

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From the Back Cover

more quickly by doing it. Taking a top-down approach, the book gets you started early in writing interesting 3D graphics programs. Each chapter is built around a nontrivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail. Coverage includes all the topics required for a fundamental understanding of computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, anti-aliasing, texture mapping, and compositing, as well as important hardware issues.

To enable this top-down approach, the book first describes an important application programmer's interface, OpenGL, a graphics library available on most platforms, from high-end graphics workstations to PCs. This high-level interface and a basic knowledge of C programming allow you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGL's well-defined architecture also facilitates the book's technical discussions of algorithm implementations.

The Second Edition of this widely used book features enhanced discussion of hierarchy and object orientation, visualization, interaction, and projection; includes additional code examples, such as two new variants of the Sierpinski gasket, display of hierarchical models, shadow generation, and visualization; and covers functionality added to OpenGL 1.1, including vertex arrays.

020138597XB04062001

About the Author

Edward Angel is professor of computer science and electrical and computer engineering at the University of New Mexico (UNM), where he has also been department chair and graduate advisor. He is the first UNM Presidential Teaching Fellow. Professor Angel holds a Ph.D. from the University of Southern California.

020138597XAB04062001

Product details

  • Publisher ‏ : ‎ Addison-Wesley; 2nd edition (August 6, 1999)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 612 pages
  • ISBN-10 ‏ : ‎ 020138597X
  • ISBN-13 ‏ : ‎ 978-0201385977
  • Item Weight ‏ : ‎ 3.5 pounds
  • Dimensions ‏ : ‎ 8.5 x 1.5 x 9.75 inches
  • Customer Reviews:
    3.4 3.4 out of 5 stars 15 ratings

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  • Reviewed in the United States on January 14, 2001
    First of all the concept and design of this is perfect: a study of computer graphics covering the fundementals but using a modern full featured easy-to-use API, OpenGL. For the most part the title lives up to this with a few serious exceptions that force me to rate it 3 stars. First of all are the typo's. There are several and unfortunatley they mostly appear in equations, which can make things very confusing, and they aren't totally cataloged on the authors web site. Another very serious problem is with Chapter 4 which covers the math of graphics. Given that this is generaly a junior level CS course, and that matrices were covered in Algerbra 2, which is generaly taken sophomore year in HS, many of us haven't looked at a dot product in 5 years. So the chapter should really contain a few pages to dust off those cobwebs. The author also works through his equations without much commentary on the why. He also makes a point of explicitly defining his notation, and then doesn't stick to it. At one point he begins using a variable without ever having stated what it was supposed to represent. Unfortunately this comes in the key chapter covering the mathmatic principles, so it will have to be supplemented with some other source covering the same material. Not good when your talking about the fundementals, and there is a lack of well written instruction of this topic.
    7 people found this helpful
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  • Reviewed in the United States on November 2, 1999
    I'm puzzled by the bad ratings that this book has received. I felt it has been grossly under-rated.
    I got this book because I needed two things - computer graphics math and how the computer graphics concepts relate to opengl. I found both in this book.
    We can't do non-trivial computer graphics without math. APIs are great, but there will be times when we have to stretch our imaginations and apply our math knowledge to solve tough computer graphics problems.
    The author has placed great emphaise on the math to do computer graphics and I applaud his approach. After the math foundation is laid, he would proceed to explain how opengl uses those math to do stuff under the hood. That, I thought, is the right approach to learn computer graphics.
    If you can only buy 1 computer graphics book in your entire life, buy the cg bible - "Computer Graphics: Principles and Practice" by Foley and gang. If you can buy 2, then get this one too.
    11 people found this helpful
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  • Reviewed in the United States on March 5, 2005
    This is a very terrible text book. Don't ever look at this book if you are a newbie in OpenGL, trigonometry, calculus, linear algebra and the mathematic's dot product. I think this book is suitable only for the University which the author is lecturing in. My university is using this book as the core text book of the computer graphic course, the end result is that almost 95% of the student cannot code well using OpenGL by following guidance of this book, where everyone is looking for coding and references from Internet just for the assignment, how annoy it is. Further, the lecturer also cannot understand the book's content, they lecture only by using the powerpoint slaid which is from the author himself, which make the situation worst.

    If I am not mistaken, the author has claimed that the book is to help the student to program graphics as soon possible using OpenGL. It is absolutely not the true. This book will lead you to hell if you don't prepare yourself well in C/C++ and of course, OpenGL API. And if your lecturer does not know well in OpenGL API or C/C++ as mentioned, may God bless you. Another thing, if you look at the exercises of each chapter, I wonder if anyone who is beginner in computer graphics and by solely depend on the book can solve the problems.

    Anyhow, I rate the book one star do not mean that this book is not a good book. To my opinion, this is absolutely a good book for those who have very strong computer graphic background together with mathematic skills or those who are advance learner in this field.

    In fourth edition, I really hope that the author will come out something such as 'International Edition' of this book which the content may vary from the original version. This is because the computer science syllabus may vary from country to country. Bear in mind that the Top-down approach is suitable well in author's University or country does not mean that it is suitable to other University or country. This is what I mean the book is suitable only for the university or college that the author is lecturing in.

    Remember, buy this book only if you already well-prepared yourself in C/C++, OpenGL API, trigonometry, linear algebra, geometry and some calculus basic.
    10 people found this helpful
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  • Reviewed in the United States on January 5, 2004
    Dont buy this book if you are wanting to lern how to program openGL. Buy it if you know openGL and want to learn how it works.

    It is not a book for the openGL newbie. So why many teachers use it for an intro to Graphics Programing class boggles the mind. Angel explantions of theories are hard to follow at best. In one chapter he spends an whole large section explaning the theory behind a lighting model then states that openGL doesn't use this method for lighting. So why even cover it in an openGL book?? This is less a book about openGL and more about 3D modeling and lighting theory in general.
    3 people found this helpful
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