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CG 101: A Computer Graphics Industry Reference
 
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CG 101: A Computer Graphics Industry Reference (Paperback)

by Terrence Masson (Author)
3.7 out of 5 stars  See all reviews (3 customer reviews)

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Product details

  • Paperback: 512 pages
  • Publisher: New Riders (27 Aug 1999)
  • Language English
  • ISBN-10: 073570046X
  • ISBN-13: 978-0735700468
  • Product Dimensions: 20.4 x 15.1 x 2.5 cm
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 835,722 in Books (See Bestsellers in Books)
  • See Complete Table of Contents

Product Description

Amazon.co.uk Review

The pocket-sized CG 101 is the ultimate handy reference, alphabetically listing 100s of commonly used terms, processes, acronyms, applications, theories and companies in computer graphics, with lengthy definitions and an abundance of useful and clear explanations.

Divided into specific areas in computer graphics, like colour theory, animation, compositing and others, CG 101 begins each section with a brief introduction where general but important concepts are covered. For example, prior to the list of terms under Colour Theory, the book provides a discussion on why computer graphics uses the RGB (red, green, blue) colour system instead of the CMYK (cyan, magenta, yellow, black) system used in printing. The section on Painting and Graphic Design lists software tools used in 2D computer graphics, particularly the early ground-breaking ones such as 1975's SuperPaint or 1985's Harry, a predecessor to Quantel's Paintbox, which paved the way for today's state-of-the-art methods.

In the margins are quotes from industry leaders, trivia and "factoids" (for example, the 24-bit paint system Paint was used to create landscape and cloud details in 1982's Star Trek II: The Wrath of Khan and other entertaining sidebars (for example, how Pixar got its name).

CG 101 also includes telephone numbers and URLs for most of the companies mentioned in the book and even tips on good software deals. Small illustrations, many in colour, visually clarify technical or scientific information and illustrate terms.

An excellent example of how much varied and useful information is contained in each section can be found in the chapter on Rendering, which focuses on the history of the computer graphics solutions, not the mathematics behind the process. Along with terms like bump mapping (surface normal perturbation that does not effect the underlying geometry) and mach- banding(an optical illusion occurring when two edges of different colour values are adjacent), the author provides "a list of what you do not see in reality" and thus what to avoid in realistic-looking computer graphics. For example, he writes, "There are no straight lines in nature" and "The real world is dirty" and explains what he means by each.

Here, as throughout CG 101, the text refers to many well-known projects where computer graphics played a big role in films like StarWars and Toy Story. These references serve two purposes: they give perspective to the complexities involved in modern filmmaking as well as give a detailed view of what a job in computer graphics might entail.

The author comes with impressive credentials in the field, including extensive work at George Lucas's Industrial Light and Magic and offers ample sound advice to those entering computer graphics. For example, in the preface to the modelling terms he states, "The most important thing I can say from experience is to be mindful of your data." He says in reference to animation, "It takes years of experience, loads of raw talent and knowledge of character animation", after which he explains the major issues to keep in mind when bringing an animated character to life.

Adding to this career advice are the final chapters on the history of computer graphics and on historically significant companies, including appendices with job descriptions (for example, character animator or modeller). You'll also find frequently asked questions, thus making this the perfect book for anyone contemplating a career in computer graphics or maybe even those just daydreaming about one. --Angelynn Grant,amazon.com

Topics covered: terms in computer graphics, including colour and light, painting and graphic design related to computer graphics (image processing and photo editing), modelling, animation (traditional and computer), rendering, compositing, input (devices like drawing tablets or the DataGlove) and output (from the old pen plotters to digital projections); historically significant companies in computer graphics; the programming and mathematics behind computer graphics; a history of computer graphics from the 1940s to the present; frequently asked questions; a list of computer graphics job descriptions; and discussions of previsualization ("the process of using 3D animation tools to plan complicated visual effects sequences prior to the production of any elements of the shot") and the era of analogue computer animation.



Product Description

CG101 is the first comprehensive resource guide written in plain language for all levels of computer graphics users. It is also the first and only detailed behind-the-scenes history about the people and companies that have formed today's industry. Hundreds of contributors and in-depth interviews give a never-before-seen look into the earliest years of CG right up to present day. In addition to the historical perspective, CG 101 includes detailed tips and tricks, demo reel guidelines and CG job descriptions to help those looking to get into the business. The hundreds of software tool descriptions all have extensive contact information, including Web addresses and phone numbers for easy reference.


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Customer Reviews

3 Reviews
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Average Customer Review
3.7 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
1 of 1 people found the following review helpful:
5.0 out of 5 stars The Book Every Animator+Effects Artist Has Been Waiting For!, 29 Aug 1999
By A Customer
Having heard about the book, CG 101: A Computer Graphics Industry Reference and knowing it has been written by Terrence Masson (ILM). There was no doubt that it would be an excellent book to have.

When it arrived I very quickly saw that I was not going to be disappointed in any way!

The book covers so many useful topics including milestones of CG back to 1940, comprehensive descriptions of CG "tools of the trade", company profiles, behind-the-scenes stories, etc. Also you can find invaluable information such as CG job descriptions, demo reel guidelines, etc

It is setout in a very comprehensive way, breaking topics down into distinct areas such as Modeling, Compositing, Animating, etc. Each section then contains huge amounts of information on that relevant subject, broken down in alphabetical order, making it very easily to pick up and read and also find things quickly.

In choose weather to buy this book I would ask my self these few questions. 1. Am I serious about my CG & FX?

2. Do I work in the CG or FX business?

3. Do I enjoy CG & FX as either a hobby or interest?

4. Am I thinking of starting a career in the CG or FX business?

5. Do I want to know as much as possible about these industries?

If the answer to any of these question are "Yes" then buy the book, if the answer is "No" then buy the book anyway, you will love it!

I have been so impressed with this book that I have writing this review to encourage you to buy it. If you have a list of CG & FX book you planing to buy, like I did, I recommend buying this one first simply because it answers so many of the question that I was unable to find answered else where.

I personally would say this book has become on of the most valuably resources I have as a CG & FX artist.

... so what are you waiting for, add it your shopping cart, before there all sold out!

(Matt D. Leonard, Digital Dreams & Visions)

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1 of 2 people found the following review helpful:
1.0 out of 5 stars A definate try before you buy, 24 Sep 1999
Before you buy this book think carefully and if at all possible try and find a copy to look at first. The reason I say this is I found it's geared for two people. 1-A complete newcomer with no knowledge of CG, but wants to know more. 2-A CG fanatic who wants to read about the history and the firms involed in that history.

It's 500 pages, of which 200 are descriptions of terms used in CG, like avi,ppi,secam,plate,raster, deformation, etc.etc.etc. some you may(should) know and some you may not. Of the remaining 300 pages, 200 are about CG history and the firms involved (ILM, SGI, PDI, Pixar etc.) 22 pages are index and 30 pages are used for chapter titles. Which leaves the grand total of about 48 pages to describe the workings of CG, such as Painting and Graphic design, Modeling, Animation, Rendering, Compositing, Demo reels.

A better title for this book would be CG:An Indepth History and Dictionary.

Now before you go nuts and start a flaming fury I am not critising this book. It is very good infact, it's well written, funny in places and holds alot of snippets of info about cg. But as the title suggests it's purely a reference book.

Maybe I was expecting too much. A detailed description of the processes with actual examples would make this book perfect. Such as describing in detail the considerations of modeling, like how much detail or how to build (polys, nurbs). This info is far greater than term descriptions. Expanding the 1-5 page chapter intros into a 20-30 page description of actual decisions that should be made when considering the topic at hand would elevate this book.

Terrance Masson has vast expericence in this field which I sorely missing from this book.

If you keep forgeting what blue spill is or that nodal point offset is upsetting you, or you have a craving to find out who the hell designed this stuff, buy the book. If not keep watching the films, reading the mags, checking the net and above all else keep working and experimenting to hone those skills.

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0 of 1 people found the following review helpful:
5.0 out of 5 stars The Book Every Animator+Effects Artist Has Been Waiting For!, 1 Sep 1999
By A Customer
Having heard about the book, CG 101: A Computer Graphics Industry Reference and knowing it has been written by Terrence Masson (ILM). There was no doubt that it would be an excellent book to have.

When it arrived I very quickly saw that I was not going to be disappointed in any way!

The book covers so many useful topics including milestones of CG back to 1940, comprehensive descriptions of CG "tools of the trade", company profiles, behind-the-scenes stories, etc. Also you can find invaluable information such as CG job descriptions, demo reel guidelines, etc

It is setout in a very comprehensive way, breaking topics down into distinct areas such as Modeling, Compositing, Animating, etc. Each section then contains huge amounts of information on that relevant subject, broken down in alphabetical order, making it very easily to pick up and read and also find things quickly.

In choose weather to buy this book I would ask my self these few questions. 1. Am I serious about my CG & FX?

2. Do I work in the CG or FX business?

3. Do I enjoy CG & FX as either a hobby or interest?

4. Am I thinking of starting a career in the CG or FX business?

5. Do I want to know as much as possible about these industries?

If the answer to any of these question are "Yes" then buy the book, if the answer is "No" then buy the book anyway, you will love it!

I have been so impressed with this book that I have writing this review to encourage you to buy it. If you have a list of CG & FX book you planing to buy, like I did, I recommend buying this one first simply because it answers so many of the question that I was unable to find answered else where.

I personally would say this book has become on of the most valuably resources I have as a CG & FX artist.

... so what are you waiting for, add it your shopping cart, before there all sold out!

(Matt D. Leonard, Digital Dreams & Visions)

Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)


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