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Interactive Computer Graphics: A Top-Down Approach with OpenGL Hardcover – 1 Oct 1996

3.2 out of 5 stars 6 customer reviews

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Product details

  • Hardcover: 550 pages
  • Publisher: Pearson; 1 edition (1 Oct. 1996)
  • Language: English
  • ISBN-10: 0201855712
  • ISBN-13: 978-0201855715
  • Product Dimensions: 2.5 x 19.7 x 24.1 cm
  • Average Customer Review: 3.2 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Bestsellers Rank: 5,243,524 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

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Product Description

From the Back Cover

This introductory text recognizes that beginners learn computer graphics more quickly by doing it. Taking a top-down approach, the book gets you started early writing interesting 3D graphics programs. Each chapter is built around a non-trivial application program. In this programming context, key principles and techniques are explained as needed and in increasing detail.

To enable this approach, the book first describes an important application programmer's interface-OpenGL-a graphics library now available on most platforms, from high-end graphics workstations to PCs. This high-level interface, plus a basic knowledge of C programming, allows you to generate complex interactive applications, even applications involving 3D viewing and event-driven input. OpenGL's well-defined architecture also facilitates the book's technical discussions of algorithm implementations.

Professor Angel has based this text on his extensive experience teaching computer graphics to students and professionals in computer science, engineering, and other fields. In emphasizing applications programming, his presentation is both practical and enjoyable. At the same time, he covers all the topics required for a fundamental understanding of computer graphics, such as light-material interactions, shading, modeling, curves and surfaces, antialiasing, texture mapping, and compositing, as well as important hardware issues.

The four images that appear on this cover are from a computer-generated video created by University of New Mexico students James Pinkerton and Brian Jones, and artists Thomas Keller andJohn Bell. The story of a robot named Ed and his discovery of self, the video was produced with a variety of graphics and robotic software, including OpenGL, Alias, WaveFront, Igrip, and ProEngineer. The images here show Ed in his work cell, the factory where robots work, a flower that Ed finds, and Ed's reassembly.



0201855712B04062001

About the Author

Edward Angel is professor of computer science and electrical and computer engineering at the University of New Mexico (UNM), where he has also been department chair and graduate advisor. He is the first UNM Presidential Teaching Fellow. Professor Angel holds a Ph.D. from the University of Southern California.



0201855712AB04062001

Customer Reviews

3.2 out of 5 stars
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Top Customer Reviews

Format: Hardcover
I used this book for a 400 level computer graphics course and found it to be very worthwhile. This book provides an introduction to 3D programming using OpenGL. It is not a book on OpenGL programming. The author assumes the reader has a good background in programming, at least senior level in college, and understands the basics of linear algebra such as matrix multiplication, etc. If you are a hobbiest or novice programmer, look for another book. If you are a student of computer science and mathematics, this book is an excellent introduction. Computer graphics is a complex and highly technical topic and any book that tries to hold your hand is probably not worth reading. I would recommend this book to anyone interested in Computer Graphics.
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Format: Hardcover
You shouldn't buy this book if ALL you want to do is learn the commands of the OpenGL API. You shouldn't buy this book if you don't have a strong mathematical background. You shouldn't buy this book if you need the author to hold your hand on the exercises or the explanations, because that's not what this book is about. This is a computer graphics book, not an OpenGL API book. It uses the OpenGL API to aid in an in-depth study of Computer Graphics principles, much like Computer Graphics: Principles and Pracitce uses SPHIGS to aid in a more in-depth study of Computer Graphics principles. This book is highly mathematically oriented and the problems and exercises are practical and challenging, much like in the real world. You don't get silly exercises like "Draw a triangle on the screen" (except in maybe the first or second chapter). Instead you get exercises like "Write a program to simulate a bouncing ball taking into account gravity and elastic collisions". I like this book, but your primary goal should be Computer Graphics, not OpenGL. This book does go great, however, with the official opengl programmer's guide (forget the exact name).
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Format: Hardcover
This is a terrible textbook to get if you want to actually learn something. I had the bad luck of having to use this as the text for a class and am thankful that I had Foley & Van Dam for a backup. Get that if you want a book that talks in depth(and with authority) about graphics.
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