- Gebundene Ausgabe: 1264 Seiten
- Verlag: Addison-Wesley; Auflage: 3. (Juli 2013)
- Sprache: Englisch
- ISBN-10: 0321399528
- ISBN-13: 978-0321399526
- Größe und/oder Gewicht: 21 x 4,8 x 26 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 88.606 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
Computer Graphics: Principles and Practice: Principles and Practices (Englisch) Gebundene Ausgabe – Juli 2013
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Über den Autor und weitere Mitwirkende
John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy s research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software. Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs. David F. Sklar is a visualization engineer at Vizify.com, working on algorithms for presenting animated infographics on computing devices across a wide range of form factors. James D. Foley is a professor and holds the Fleming Chair in the College of Computing at Georgia Institute of Technology. He has also held faculty positions at the University of North Carolina at Chapel Hill and The George Washington University, as well as management positions at Mitsubishi Electric Research. Steven K. Feineris a Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab and co-directs the Columbia Vision and Graphics Center.His research addresses 3D user interfaces, augmented reality, wearable computing, and many topics at the intersection of human-computer interaction and computer graphics. Kurt Akeley is Chief Technology Officer at Lytro, Inc. Kurt is a cofounder of SiliconGraphics (later SGI), where he led the development of a sequence ofhigh-end graphics systems, including RealityEngine, and also led thedesign and standardization of the OpenGL graphics system."
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This is the only book/ebook/website/anything I've found that even comes close to hitting the mark. I've read around 40% of it so far, and even though it's oriented more towards those who will actually do computer graphics programming, the underpinnings are so well laid out that it has greatly enhanced my understanding even at the hardware level. I can only imagine it is all the more useful for those approaching it from the software angle, even if the exact APIs and frameworks used are a bit different.
Furthermore, the writing is understandable. I personally orient my own writing towards ensuring the reader can comprehend what I'm saying, and I recognize the same focus here. The authors anticipate areas of confusion and address them ahead of time, and everything is cross-referenced in just the right places. Even the way the code snippets are laid out is clever, with a form of "nesting" used to emphasize the parts being discussed.
The math does get a bit dense at times. And I think the book would benefit from some editing to cut down on the very long paragraphs, which make digesting the concepts a little more difficult than they would be otherwise. But these are minor issues.
I also like the Kindle version being properly formatted like a real book so I don't have to use a magnifying glass on fuzzy tables and so forth.
Overall, a very fine piece of content for anyone who wants to learn how computer graphics work.
Anyway I was disappointed by the third edition, in big part for the quasi-disappearance of 2D topics. I will continue to recommend the 2nd edition, way better in my opinion, and still up-to-date on many subjects.
I know some people have the false expectancy that I will read the 1100 pages before reviewing the book. However, I'm basing the review based on what I have read up to know and what I have browse in the book.
Note that if you have the second edition, this is a whole new book. Completely rewritten.
Some important facts. This is not an OpenGL book. It does have a bit of opengl and bit of g3d. It does uses WPF to demonstrate 2D and 3D Concepts.
The authors feel that is important to cover 2D before 3D (I do not agree)
Have in mind that the authors are authority in their fields, so while I may not agree with all their choices, I do respect them.
This book is better design as a textbook or reference book. I'm not sure if you are learning for the first time, it may be the best book to go by. Remember that the strength of previous edition (and this one) has never been the rendering software, but the concepts in the book. With this said, the way that concepts are explained in this edition differ greatly from second edition. Here, it will depend in taste. I find that this book feels more like a traditional textbook (3rd edition). It feels a bit more like Hearn, Baker and Carithers (with this book having their own issues).
It is important that you browse the book before making a decision.
If you are looking for OpenGL book, then read OpenGL Bible (for example)
I like the book and I think is a great addition to the collection. I'm still taking by the fact that they don't use OpenGL. but oh, well... too bad...
I will try to keep updating this review in a few weeks.
I am teaching my Computer Graphics course using this excellent textbook. A must read for Computer Graphics researchers, students, and professionals.