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Rating:  Summary: What can you say about Jim Blinn? Review: I am a graphics book addict, but few produce changes in my code. I passed his clipping method around to the team and we are starting to change our pipeline. We were clipping to polys in a portal engine. The new idea is to clip to a bounding rectangle FAST and let the new hardware zbuff the rough edges. His books have these sort of 'GEMS' that you might use the week you get it.
Rating:  Summary: THE graphics pipeline book. Review: I teach graphics and have been doing graphics for 15 years, and this book still taught me a lot. And it is a good book for a novice as well. I know that sounds implausible, but it really is true! Blinn just states things SO clearly. I was driven to write this review today after reading his discussion of perspective-correct rasterization: what a masterpiece! The rest of the book is just as good.
Rating:  Summary: THE graphics pipeline book. Review: I teach graphics and have been doing graphics for 15 years, and this book still taught me a lot. And it is a good book for a novice as well. I know that sounds implausible, but it really is true! Blinn just states things SO clearly. I was driven to write this review today after reading his discussion of perspective-correct rasterization: what a masterpiece! The rest of the book is just as good.
Rating:  Summary: Top Book, Opaque Organisation Review: This book contains a wealth of information on the construction of a 3D pipeline, including all the geometry handling and also texture mapping. However being presented as it is, a collection of articles, makes a logical progression from start to finish a difficult task. There also seem to be gaps in some of the explanations, which is a shame as they are mostly complete and written in an easy to digest and lighthearted style. All in all, the book is packed with useful stuff, highly recommended.
Rating:  Summary: Still a classic Review: This book is old enough (the original articles were written in '87-'92 - ancient history by graphics standards) that it probably isn't going to appeal to everyone, but any graphics geek should definitely check it out. Jim Blinn is a graphics god, and he shares his knowledge in an entertaining and easy-to-understand manner. As the title suggests, the topics covered center on core concepts in the graphics pipeline, such as homogenous coordinates, perspective correction, viewports, clipping, coordinate spaces, and so on. Whether you're writing a software renderer (as I am), writing shaders, or just want to better understand what goes on under the hood, you're sure to find something useful here.
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