Free PDF Foundations of 3D Computer Graphics (The MIT Press), by Steven J. Gortler
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Foundations of 3D Computer Graphics (The MIT Press), by Steven J. Gortler
Free PDF Foundations of 3D Computer Graphics (The MIT Press), by Steven J. Gortler
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Review
This book has changed the way I teach computer graphics. In particular, it offers the most rigorous and intuitive treatment of coordinate systems I have seen.―Fredo Durand, MITThis book provides a principled introduction to computer graphics, with emphasis on geometric concepts in rasterization. The description is fun and practical, using many examples in modern OpenGL, yet also conveys thoughtful intuition of the underlying theory. Many advanced topics, such as color and radiance, are brilliantly summarized. I highly recommend it.―Hugues Hoppe, Microsoft ResearchDestined to be a classic in the field, Foundations of 3D Computer Graphics deals with an extremely broad and important chunk of computer graphics and offers excellent coverage of these areas. It provides specific examples of the described techniques, and it is built on the solid mathematical underpinnings that are essential to understanding the foundations and subtleties of the topics. The theory is connected to the OpenGL API in a consistent and organized fashion. This work is appropriate as a stand-alone textbook for a course in computer graphics or as a reliable and wide-ranging guide for those developing applications.―Julie Dorsey, Professor of Computer Science, Yale University
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About the Author
Steven J. Gortler is Robert I. Goldman Professor of Computer Science at Harvard University.
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Product details
Series: The MIT Press
Hardcover: 296 pages
Publisher: The MIT Press (July 13, 2012)
Language: English
ISBN-10: 9780262017350
ISBN-13: 978-0262017350
ASIN: 0262017350
Product Dimensions:
7 x 0.8 x 9 inches
Shipping Weight: 1.8 pounds (View shipping rates and policies)
Average Customer Review:
3.7 out of 5 stars
10 customer reviews
Amazon Best Sellers Rank:
#657,784 in Books (See Top 100 in Books)
Used this as a course book in Computer Graphics. It tries to strike a balance between understandable and thorough, but misses the mark on both ends. It's a usable if a little disappointing because of that reason.
I Not a bad book but I'd recommend getting "Mathematics for 3D Game Programming and Computer Graphics" over this book. It goes over the basics more thoroughly and covers more advanced material than this book
Clear, concise, structured and easy to follow. Excellent treatment of coordinate systems and translations between them. Cameras, lighting, texture mapping - all perfect and easily digested explanations. I've read a few books on introductory level 3D computer graphics concepts. This is the only book that is worth commenting on. With the source code that matches the book snippets now available on the companion website, it offers the best introduction to 3D computer graphics that you are going to find.To put it succinctly: In my opinion, this book is to 3D graphics that K&R is to C. It should be the first place that you start for getting into 3D graphics.I think with time it will be a classic.
I purchased this textbook as a required text for a class on 3D graphics. Here are my pros and cons to this text:Pros: I hadn't done linear algebra in almost 15 yearsl, so the first couple chapters were good to help review the material needed as a foundation to the course. I would have liked bit more, but it's good that the book has some of it. Also, th boox covers a bunch of different topics from shading to quaternions, all good and valuable.Conrs: The book is riddled with errors, including some that would keep your programs from being successful. You will need to visit the errata website for the book to correct these errors. Also, the book presented some topics in less-than-helpful ways (i.e. shadows in my opinion). I think this book would really benefit from a second etition. Probably more than any other book I've ever used in a class.
This book is thin, and is indeed oriented with foundations. I like that it is not inflated with junk. The source code is all in 'C', and I am a Java programmer first and foremost. Beyond this 'foundations' book, you probably would need to gain knowledge of a more specific-technologies-oriented nature.
This is one of the best book in CG I have read. I have many CG books. To have an understanding, the Bible in theory is Foley with no one in second place and maybe in third place Watt.For course text book, for first undergraduate course or first graduate course in CG, Baker et l was a good book as well. However, this have not stay up to date... therefore, Foley always wins when it comes to theory but is a bit dense.In the practical side, we have the OpenGL Red book, which was great (and hoping the new edition is even better yet) and the OpenGL Bible. The OpenGL Bible is a great book in the practical side, of course, many times using their own library for some of the work (latest edition of opengl bible)So If put this book in the spectrum of theory to practice we haveFoley ...... Watt ...... THIS BOOK .... .... OpenGL BibleThis book in the middle. Good theory, but not advanced enough with modern opengl examples.I recommended this book.At this point, I haven't finished, but I expect at least when I have 70 to 80% of the book read, I will update this review.This book should become the standard for introductory CG in every college!
this was a gift, he loved it.
The best cg book. It is a small but enough to grad and undergrad students.The complementary material is also good.
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