Rating:  Summary: The most complete book on advanced computer graphics Review: This book covers every aspect of computer graphics from vectors to ray tracing and radiosity.The mathematics and concepts in the book can get intense at some times, but in general it is written in a clear way. Recommended for the hardcore programming freaks.
Rating:  Summary: Comprehensive review of computer graphics theory. Review: This book is a sweeping summary of computer graphics, both 2D and 3D, and does a pretty complete job of explaining it all. It is, however, getting dated as far as "practice" goes, and does not include any of the popular 3D techniques used in interactive 3D models. The theory and foundation presented is still solid and a must-know for anyone serious about graphics.
Rating:  Summary: Too much info in too little space Review: This book mentions almost every concept useful in computer graphics. This is actually where the book fails. There are so many concepts, it can't cover all of them adequately. Things like rendering primitives, scanline conversion, and shadows are explained in detail while other concepts like quaternion interpolation, environmental mapping, and image filtering are barely summarized. The choice of SPHIGS as the language of examples is also questionable at best.
Rating:  Summary: Excellent learning of CG design before digging into API's Review: This book provides an excellent overview of computer graphics. The only disadvantages is that it may seem to cover topics that may seem irrevalent. Such as the study of an raster API that isn't used at all. However, this study of generic integer and 3D raster API's provides a very good grasp of a generic API so you can easily shift to a more specific one, especially OpenGL as it follows many of the same standards as this book. The organization is very good and there aren't really any good books out there like it. And if they are then they aren't as detailed as this one is.
Rating:  Summary: Wonderful - all I've ever been looking for Review: This book was just the book I was looking for - it covers just about everything you would want to know with regards to computer graphics. From 2D algorithms over powerful 3D algorithms to user interface design issues - a must for anybody at all interested in computer graphics!
Rating:  Summary: The most broadly useful graphics book in existence. Review: This book will acquaint you with nearly every graphic technique and algorithm. It's THE book to have if you expect to be involved in more than a narrow range of graphics programming. If your ambition is limited to writing a Quake-like engine, you'll find yourself mouthing silliness like "it covers too many topics, many of which are trivial and unimportant such as the coverage of 2D graphics." This book does not hold your hand; the algorithms are explained thoroughly but you are expected to write your own code. If you're looking for off-the-shelf solutions or a way to cheat on your homework, this isn't your book. I've owned this book for nearly ten years and have turned to it time and again when taking on new tasks related to graphics - color space conversions, lighting algorithms in 3D, dithering, 2D primitive rendering for print graphics, and many more... it's the best value I've ever gotten in a computer-related book.
Rating:  Summary: Fundamental Text for Anyone Working on The Subject Review: This is one of the best books on computer graphics. It's fundamental for those on graphics programming and a starting point for thos just running visualization packages or graphics suites like, respectively, OpenDX and Blender. The C version provides several updates on the previous Pascal one. Go for it.
Rating:  Summary: The Computer Graphics Classic Review: This is one of the Books on Computer graphics, for advanced users and with a high mathematical background otherwise you won't do it, this book is saturated of mathematical explanations and theory about computer graphics, so this contains all the theory stuff, if you are looking for a more practical book look for Michael Abrash Black Book...
Rating:  Summary: Best book on the subject Review: This is simply the best book on the field. Not for the weak of heart or those who simply hope to rip off code from a book. A must-have for any professional with a genuine interest in computer graphics. Read & understand this book from cover to cover, and you can consider yourself an expert in the domain.
Rating:  Summary: Too much info in too little space Review: This was an incredibly thorough book and one I would recommend without any hesitation. It covered every area I was aware of in graphical programming and design, and even introduced me to several new concepts. I strugled with most all of the math, but this is understandable, as I am a softmore in High School and have only completed Geometry level math and the target audience of this book would be Computer Science majors in college or above. Also, some of the rendering information for the general 3D pipeline is not congruent with DirectX's implementation of the rendering pipeline, causing some problems when you go to put the information to use and end up having to learn something somewhat different... However, this is not really a problem because once you have the concept of 3 dimensional rendering down, you can easily learn to adapt it to different implementations. Bravo authors, Bravo! This is probably the most important book in my library besides Seve McConnel's Code Complete ;).
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