Free Ebook Computer Graphics Through OpenGL: From Theory to Experiments
Free Ebook Computer Graphics Through OpenGL: From Theory to Experiments
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Computer Graphics Through OpenGL: From Theory to Experiments
Free Ebook Computer Graphics Through OpenGL: From Theory to Experiments
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Review
"Computer Graphics Through OpenGL provides a great introduction to the basics of computer graphics accompanied with working knowledge on topics ranging from transformations, animation, and lighting to more advanced topics in modeling, all by using the latest from modern OpenGL. This long book can be used either as self-study material or as a textbook in advanced undergraduate courses as well as in introductory graduate courses."―Bedrich Benes, Associate Professor of Computer Graphics and Faculty Scholar, Purdue University
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Product details
Hardcover: 951 pages
Publisher: A K Peters/CRC Press; 2 edition (August 6, 2014)
Language: English
ISBN-10: 1482258390
ISBN-13: 978-1482258394
Product Dimensions:
7.2 x 1.5 x 9.2 inches
Shipping Weight: 4.6 pounds (View shipping rates and policies)
Average Customer Review:
3.8 out of 5 stars
9 customer reviews
Amazon Best Sellers Rank:
#1,614,804 in Books (See Top 100 in Books)
The best CG book for beginners! It contains lots of examples which give you step-by-step approach to understand CG thoery. I read this book far more exciting than other CG books I got before. The only suggestion I want to give the author is to add more examples for shader-based OpenGL.
I have reviewed this book in exchange for a free book.I am already familiar with this subject. I have spent a lot of time with this book. There is Lots of Math!Trigonometry, polynomials, calculus (differential, integral), matrices, linear algebra summation....The Appendix has a math self-test with 30 problems & their solutions.The index has errors. The author has updated the index.Link: http://sumantaguha.com/files/materials/subjectAndProgramIndex.pdfCons: 1. difficult time a. reading sections in various parts: Some are: calculus, radiosity, splines, sphere mapping At times, I needed to do further research.Throughout the book, the author mentions sections that can be skipped. He also has a Suggested Course Outlines section - see Preface pg xxvii b. understanding how the code works in some of the programs 2. no compute shaders, particles 3. Unfortunately, the solutions to the exercises are only available to a course instructor. They should be also available for self-study because the book clearly says it can be used for self-study.Pros:1. suitable for beginners & advanced2. Compared to Frank Luna's "Introduction to 3D Game Programming withDirectX 11" book which I'm more than 1/2 way through, Sumanta's book scores in: 1. the amount of interaction & that the interaction starts early on 2. no windows programming - uses free GLut 3. no shader programming till towards the end 4. programs for linux & mac also 5. can email the author3. Excellent Interaction: a. about 250 programs in the source! WOW! All of them work. I used a Geforce GT 610 2gb memory graphics card. Running them in Windows:OS -doesn't matter (32-bit or 64-bit); a version that can run VS 2010 Express Note: The 64-bit instructions didn't work on a 64-bit OS. The 32-bit instructions worked on a 32-bit OS & 64-bit OS.If VS 2010Express comes in 32-bit or 64-bit versions, not sure if the instruction to use depends on which version is installed. b. Exercises too: See Preface: pg xx - Specs Section , pg xxiv -Resources 4. The Teaching Approach Used:Till the last chapters, you use pre-shader legacy opengl to do many graphical tasks. After this, you do these same things & some others with shaders using OpenGL4.3. This way is easier to learn opengl because later versions require additional learning whereas pre-shader opengl doesn't.The book uses glm (opengl mathematics) with opengl4.3 This library as pg 764 mentions: 1. simulates glsl math 2. provides replacements for discarded functions like glTranslate (), glRotate(), etc. 5. Organized WellSee also Preface: pg vii TOC pg xxiv Capsule Chapter DescriptionsConclusion: The author needs to make improvements on the book to make it easier to read it entirely which I did & the book should have a correct index in it. Overall, the best CG book I've read so far. It contains a huge amount of knowledge in this subject. The book has info. that I was looking for. Despite the difficulties encountered, I progressed in learning opengl, computer graphics & the math used. I highly recommend it. ERRATACodepg136 clown3.cpp -some helix values possibly incorrectQuadraticSplineCurve.cpp, CubicSplineCurve2.cpp - in commentsays shift but it's the space barExperimenter Source doesn't have:pg413 fakeT.cpp Appendix A TurnFilm.cppBookpg491 Figure 12.15 v0v1v2 not v1v2v3pg718 in the denominator in the formula at the top , the part that's1/ 1/ 0.2 should be 1/ 0.2 -from the formula on pg 712 (19.3).The result shown used the corrected form.pg815 next to last paragraph in last sentence; t2N+3 should be t2N+4pg816 Figure 21.22b V should be 2N + 4 not 2N + 3pg 875 Figure C.1c Y isn't shownpg880 Figure C.2 A isn't shown POSSIBLE ERRATA: waiting to hear from the author.p473 shipmovie.cpp - # of discs in smoke stack is 55 ; shouldn't this be i<56 in the for loop? p642 shouldn't this say n' not m in 0<=j<=m ?p804 at the top shouldn't it say gl_out [gl_PatchVerticesOut] not gl_in[gl_PatchVerticesOut]p816 Figure 21.22 (c) why does v10 = v1 , v4 = v15 ?Animating Man Problem: Man 1 doesn't move at location I press n , makes a copy of Man1 right on it which is exact position . This copy is Man2 . I place Man2 somewhere on the screen. Then I goes to Man 2. I press backspace on Man2 , & it resets Man2 back on Man1's position where the copy was made. If you move Man1 & press backspace a runtime error occurs. It won't reset it to its initial configuration.Does vector only delete (man) greater than 1?
If you compare this book with others introductory CG ones you'll likely find the former simpler and clearer. You can use google books to search for transformations, triangulations, orientation, lighting, texturing, etc. and check it out in person.In some rare cases where things are less clear, especially in the first chapters, the author provide a lot of code examples that remove any doubts and often the same content is taken up again a few chapters later for a better explanation.Book's strengths:- It provides simple and exhaustive explanation of theory.- it forces you to fiddle with the code examples. In the book are often highlighted and explained the main statements only of a code example. This improves your understanding of theory and it gives you a visual effect of it.- It takes advantage of old OpenGL not only to make simpler and clearer theory but also for making easier the necessary step towards modern OpenGL. Therefore, in this case, to study the fixed-function pipeline isn't self-defeating at all.This book requires a bit of trigonometry and very little calculus. I recommend it to everyone. It is ideal not only for learner in class but also for self-learners.
This book is fantastic. Very detailed but this doesn't dull down the experience. This book is meant for people that want to learn OpenGL properly.
If I had to choose one OpenGL/3D graphics book from my library to keep, then this would be it. In some 900 pages it covers all the bases you would hope for in an introductory text. The real strength of the book is that it covers the necessary mathematics in an engaging, intuitive, and non-abstract way. Most 3D programmers will eventually hit a wall when they discover that "cut and paste" is not going to be sufficient. The book's example programs, and there are hundreds, are short and to the point and they make concrete the necessary theory being developed in the text.The author has chosen to expose OpenGL 2.0 and 3.2 as well as 4.3. Doing so motivates the extra functionality of 4.3. The extra machinery of 4.3 is a distraction when learning the basics, so this seems like a good idea. Many programmers will also need to maintain backward compatibility for commercial reasons. Since this is an introductory book, there are algorithms that are not provided. The book does provide, though, extensive references to go beyond what is given. In short, this book is a model for how a mathematical API should be presented.
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