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Computer Graphics With OpenGL (3rd Edition)

Reflecting the rapid expansion of the use of computer graphics and of C++ as a programming language of choice for implementation, this book converts all programming code into the C++ language. This new edition is a complete revision, bringing the text up to date with current advances in computer graphics technology and applications. Assuming readers have no prior familiarity with computer graphics, the authors—both authorities in their field—present basic principles for design, use, and understanding of computer graphics systems using their well-known, and accessible writing style. It includes an exploration of GL, PHIGS, PHIGS+, GKS and other graphics libraries and covers topics such as distributed ray tracing, radiosity, physically based modeling, particle systems, and visualization techniques. For professionals in any area of computer graphics: CAD, Animation, Software Design, etc. Previously announced in 12/2002 catalog.

Hardcover: 880 pages

Publisher: Prentice Hall; 3 edition (September 22, 2003)

Language: English

ISBN-10: 0130153907

ISBN-13: 978-0130153906

Product Dimensions: 8.2 x 1.5 x 10.3 inches

Shipping Weight: 3.9 pounds

Average Customer Review: 4.0 out of 5 stars  See all reviews (21 customer reviews)

Best Sellers Rank: #254,410 in Books (See Top 100 in Books) #6 in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL #166 in Books > Computers & Technology > Programming > Microsoft Programming > C & C++ Windows Programming #172 in Books > Computers & Technology > Programming > Languages & Tools > C & C++ > C++

I must agree with J. Davis. After going through about 3-4 different types of CG courses and experimenting with my own seminars I find that this book is just way too wide of a scope. It seems like it tries to cram general computer graphics, interactive computer graphics, and advanced computer graphics in one... and do a bad job at it. Looking through the book I seriously doubt that some topics can be covered in one chapter, especially some of the viewing chapters. How can you cover all aspect of 2D and 3D viewing, even in breadth only and no depth, in one chapter? That's just ridiculous. It almost feels as if they are saying that you need a separate major for CG completely, one course for overview, one for 2d, one for 3d, one for interactive graphics, and a few for advanced topics in computer graphics... but the problem is that that is too narrow of a scope for any 4 year college degree. Plus you can't even start some of the basic discussions without general education in the fundamental math like linear algebra, calculus, discrete math, and so forth. So this book is sort of making a statement that can't be backed in the real world. Though this does offer a good overview for people who are just curious. It touches on a wide variety of things and has very practical approach to having a workable project using openGL.Now as for Davis's comments on a good book. I think Foley and van Dam has actually a pretty good book for undergrads, especially when you set appropriate prequisits for the course. Keeping in mind that CG should be a junior-senior level undergrad course. I studied CG1 when I was an art major and found the Foley van Dam book to usable, though dry, but usable. I found other books later on to be useful, but they are a bit specialized.

Computer Graphics Through OpenGL: From Theory to Experiments (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation) Computer Graphics with OpenGL (3rd Edition) Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) Interactive Computer Graphics: A Top-Down Approach Using OpenGL (5th Edition) Interactive Computer Graphics: A Top-Down Approach Using OpenGL (4th Edition) Interactive Computer Graphics: A Top-Down Approach with OpenGL (2nd Edition) Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL 3D Computer Graphics: A Mathematical Introduction with OpenGL OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 HACKING: Beginner's Crash Course - Essential Guide to Practical: Computer Hacking, Hacking for Beginners, & Penetration Testing (Computer Systems, Computer Programming, Computer Science Book 1) WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL) Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming The Use of Projective Geometry in Computer Graphics (Lecture Notes in Computer Science) Graphics Gems IV (IBM Version) (Graphics Gems - IBM) (No. 4) OpenGL: A Primer (3rd Edition)