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Computer Graphics with OpenGL
 
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Computer Graphics with OpenGL [Englisch] [Gebundene Ausgabe]

Donald Hearn , M. P. Baker


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Computer Graphics with OpenGL Computer Graphics with OpenGL
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Kurzbeschreibung

For junior- to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior- to graduate-level course presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.

Synopsis

For junior- to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior- to graduate-level course presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.

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Amazon.com:  15 Rezensionen
11 von 11 Kunden fanden die folgende Rezension hilfreich
No shortcuts 10. September 2004
Von W Boudville - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
There are two, complementary uses for this book. The first is to learn computer graphics [of course]. To this ends, the authors give an excellent hands on discourse. They go through all the major ideas in this introductory course. Like the basic two dimensional drawing algorithms - Bresenham's, filling methods etc. Then they take you into a three dimensional world that you can create. Ultimately, this is where most of you will end up. Today's computers and graphical techniques are so powerful that you can make intricate objects in 3d. Then learn various non-trivial methods to take a plane projection, which is your image.

The authors also cover groovy ideas like using fractals and self-similarity to make random landscapes. This will attract some of you.

All the above is done with the aid of the OpenGL library. So you don't need to hardcode low level routines. OpenGL lets you concentrate on applying the book's algorithms for higher level purposes.

But there is another use of the book. If you're already up to speed on graphics algorithms and want to learn OpenGL, then here is a nice user's manual.

For either purpose, you may baulk at the text's length. But it can't be helped. The subject warrants the level of detail given here. No shortcuts to a good understanding.
9 von 9 Kunden fanden die folgende Rezension hilfreich
too much coverage, not even breadth 11. Oktober 2005
Von jghost - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
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. A few good ones I must suggest for graphics math is essential mathematics for games by van verth and bishop to be good. I also recommend realtime graphics by akenine-moller and haine for interactive graphics. For some specialized ones you have to look around but I do recommend my professor's (david breen) book on cloth animation. But yeah, to sum it up, stick with Foley van Dam for your intro courses... maybe use this as an added supplement, especially when considering OpenGL for your teaching tool.
10 von 11 Kunden fanden die folgende Rezension hilfreich
Not very complete 2. Mai 2005
Von J. Davis - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
I teach an intro graphics course. I found that this text didn't cover the full set of things that are usually found in such a course (or covered them too superficially.) I do find its OpenGL examples embedded directly into the text to be useful for my students, but for me that doesn't forgive the lack of sufficient explanation of topics I care about.

I should note that I'm not aware of a 5 star text either. Although Foley-vanDam-et.al. is sufficiently complete its a little hard for some undergrads. I haven't yet checked out Angel or Watt or Shirley but they seem popular alternatives.

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