on 7 September 2007
I am new to computer graphics and used this book as a general introduction to openGL and computer graphics in general. Theory is well presented and explained throughout. Unfortunately, I couldn't get any of the example programs to compile without a little modification and the example code printed in the book is littered with mistakes (especially in the programmable shaders section. The GLSL code does not compile). I also felt that the example programs failed to emphasize several important concepts and were limited in their use as an educational tool.
on 31 July 2010
This book serves as a modern version of Foley's old bible on Computer Graphics. If you are looking for a solid and in-depth introduction to computer graphics with a focus on real-time aspects then this book is recommendable. It is more accessible than Foley's both due to the lower page count and the lower math requirements. With that said, this is at times a little too long and in other places it is still quite demanding in terms of math knowledge.
What it does well is that it combines the theoretic foundation of computer graphics with practical implementations in OpenGL. It should be noted that while this book does cover a significant amount of OpenGL then it is not recommendable without any other resources if you are just looking at doing some OpenGL programming.
In relation to game engines then this book is useful, although this is not in anyway it's sole purpose. As an engine programmer I could have wished for an even more modern, readable and sharply focused book around interactive computer graphics for games, but this is simply still the book on the market that currently gets closest to those needs.