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3.2 out of 5 stars6
3.2 out of 5 stars
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on 3 June 1998
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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on 1 September 1998
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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on 28 November 1998
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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on 14 May 2000
I don't know what the first few reviewers were looking for in a computer graphics book, but this gives great background information and is definitely geared to people who know what there talking about, not first year students wanting an easy ride. It is fairly mathematically intensive but easy to follow and I would definitely recommend it for areas such as texturing and scan conversion.
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on 11 January 1999
I am a college student and had used this book in my graphics class. It was good for a general overview, but i frequently had to consult another text book to do the mathematics and to find the more advanced OpenGL commands.
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on 19 April 1999
I have to use this text for a graphics course at my university. I was expecting a good introduction on how to create graphics, but this book doesn't do that. Rather, it focuses more on mathematics (linear algebra/matrices) and Computer Graphics _concepts_.
Exercises are given at the end of each chapter, and are poorly worded, and require knowledge not given in the accompanying chapter.
There are many grammatical errors and the author frequently refers to the third-person (reader) as "she", rather than use a neutral term.
Bottom line: If you want theory and mathematics, this is an excellent book.
However, if you want to get to programming graphics quickly, then this book is absolutely horrible. I've frequently had to resort to other texts ( "lego" text) to learn what was going on.
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