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Fast Algorithms for 3D-Graphics Paperback – January 1, 1994
Purchase options and add-ons
- Print length306 pages
- LanguageEnglish
- PublisherSpringer
- Publication dateJanuary 1, 1994
- Dimensions6.69 x 0.73 x 9.61 inches
- ISBN-100387942882
- ISBN-13978-0387942889
Product details
- Publisher : Springer (January 1, 1994)
- Language : English
- Paperback : 306 pages
- ISBN-10 : 0387942882
- ISBN-13 : 978-0387942889
- Item Weight : 1.25 pounds
- Dimensions : 6.69 x 0.73 x 9.61 inches
- Best Sellers Rank: #11,119,508 in Books (See Top 100 in Books)
- #4,078 in CAD Graphic Design Guides
- #37,628 in Computer Software (Books)
- Customer Reviews:
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Covered are: vectors, matrices, planes, lines, surfaces and all possible intersections thereof. Interpolation is also covered.
I took the ideas in this book to write a very efficient C++ class library for my own use, and currently am rewriting for Java. This book is especially good if you only require wire-frame or simple shaded images.
The book is also very good on the subject of C programming techniques (and tricks) alone (for those newbies who are scared of pointers, this book will convince you they're worth getting 'under your belt'!!), but as I said, with modern C++ compilers you'd be better off rewriting the code in C++. For example if you write a Vector class and overload the [] operator, all the macros will still work! In the book, they type a vector simply as array of float, ie a pointer, so a macro like:
#define sub_vec2(ab, a, b)\ /* 2D vector subtraction */
( (ab)[0] = (a)[0] - (b)[0],\
(ab)[1] = (a)[1] - (b)[1] )
will still work with your class if you overload the [] operator, even though the macro was originally intended for float arrays!
As said above, you get the same performance implementing the 3D operations (+,-,scale, magnitude, normalize etc) as member functions rather than (harder to debug) macros.
A basic understanding of math and vectors/matrices would be an advantage before reading this book, but the equations are well explained.
In a nutshell, this book is DEFINITELY worth a read, just don't expect to be able to write a cutting edge 3D engine from what you learn 8^)
But be forewarned: the floppy disk containing source code is fairly worthless. It does not correspond to the source in the text, it seems to be a much more advanced version of the system he developed on an SGI Iris running Unix. If you happen to have such a machine, perhaps you can get it to compile. But even if you did, you would have a "black box" consisting of a lot of code that is difficult to understand (and with very few comments). I decided instead to type in sections by hand, coming to understand everything I put in, fixing some glaring errors even before compiling, and bringing up sections incrementally. I also had to provide a good bit of my own code to actually make a functioning system. For me this was a good learning experience. The book is valuable but it would benefit by a second edition.
The worst part of the book is the license for the software on the disk, which states that you may have no more than one copy and that "Springer-Verlag has the right to audit your computer". Since I didn't wind up using anything from the disk I take it that the license doesn't apply to me, but who knows? A new addition with an "open source" style license and a reworking of the organization would be very welcome.