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From geometric primitives to animation to 3D modeling to lighting and shading, Computer Graphics Through OpenGL: From Theory to Experiments is a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL Application Programming Interface (API) to program 3D applications.
Forming the undergraduate core of the book, the first fourteen chapters cover the concepts fundamental to 3D computer graphics and illustrate how to code fairly sophisticated 3D scenes and animation, including games and movies. The remaining chapters explore more advanced topics, such as the structure of curves and surfaces, applications of projective spaces and transformations, and programmable graphics pipelines.
This textbook uses a hands-on, interactive approach that mixes theory and coding. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code.
Web Resource
The book’s website www.sumantaguha.com provides program source code that runs on Windows, Mac OS, and Linux platforms. It also includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. In addition, the website provides a discussion forum for interaction among users of the book.
As the title implies, I took an intro to CG course before getting this book, so it's impossible for me not to take that prior knowledge into consideration in this review. To be quite blunt, I don't feel like I picked up very much in my intro course in terms of the why and how stuff works in graphics. So now that I'm in more advanced CG courses, I needed a ton of help very quickly. That's where this book became essential. There is a wealth of sample code and the book guides you through the process of altering the code so you can understand what each function call does. If I wasn't a full time student,i.e. if I had the time, I feel like I could go through this book from cover to cover. One of my most favorite computer science textbooks in general.
I bought this book mainly based on the quality of the C++ sample code that comes with it, and it has been a great resource for learning OpenGL. For every concept that the book introduces there is one or more C++ examples, which one can play with to explore the concept being presented. The book and these examples are well written and provide good starting points for working on your own projects.
This is the best OpenGL book I have read so far.
I didn't have any knowledge about Computer Graphics and OpenGL and it take me through enough to understand them pretty well. It takes me step-by-step with many examples of how to learn from the very beginning to more advanced topics.
It has a tutorial to teach everyone to program the examples in Mac OS X and Windows. I have tried them on Lion and Windows 7 and they worked perfectly :)
The only think that I will wish about this book is that it would contain the answers, at least of the even exercises. I don't really how to resolve some of them.
I will appreciate if the autor could modify his web page with more content, like more examples, errata and the solutions of the exercises.
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