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3D Computer Graphics is a textbook, and it's designed for serious programmers creating graphics applications (not end users). Over the course of 16 sections, Watt introduces the concepts and implementation of computer imaging, from "Mathematical Fundamentals of Computer Graphics" to "Representation and Rendering" and ending with "Image-Based Rendering and Photo-Modeling." The last section, devoted to computer animation, includes methods for linked structures, collision detection, and particle animation (to name a few).
Although the topics are sometimes hard to grasp, Mr. Watt writes clearly and concisely, making generous use of diagrams to help convey the principles described in the text.
The accompanying CD-ROM includes over a dozen studies of computer graphics techniques and rendering algorithms. Presented in HTML, the exhaustive studies, each with a matrix of thumbnails, demonstrates the varied achievable results. One minor complaint here: although the thumbnails can be clicked to view a much larger image, the larger versions come in .tif format, which few (if any) Web browsers can view. Users will need another application to view them. Having the large image in .jpg format would have enabled the reader to view it in the already-open Web browser.
3D Computer Graphics is ideally suited to graphics programmers and researchers working to create new medical imaging devices; geological research systems; virtual structural testing systems for aircraft, cars, and spacecraft; or effects and photorealistic Hollywood animation. --Mike Caputo
All things aside however this is a fairly comprehensive book and a worthy addition to any programmer's library. Novices (teen game programmers like myself especially!) take heed that some patience may be required and some brain-power to spare wouldn't be bad either.
Unfortunately, for the beginner it's too overwhelming. There is relatively little coverage of linear algebra and the other mathematical basics needed for understanding much of what Watt is talking about. Often times, the author will mention a technique or subject of some sort about which a novice to the field will have no idea whatsoever. It gets confusing at times.
The chapters themselves are also organized in an "unusual" fashion- for instance, spline curves are introduced right at the beginning with an in-depth coverage sure to scare off anyone new to the field. More basic ideas- such as how 3d transformations actually work- are deferred until later chapters.
And while some chapters are quite well-written, the more advanced subjects (ray-tracing and radiosity) are often plunged into in-depth without enough preparation, leaving most readers scratching their heads as to what in the world is going on.
With all that said, Watt's book should prove useful to anyone reasonably familiar with 3D graphics who might be looking to understand more advanced concepts. It's a well-written book (aside from a few typos), just not one for the uninitiated.
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