eBook: Download Introduction Computer Graphics Practical Geometric ePub (KINDLE, PDF, MOBI) + Audio Version

  • File Size: 120296 KB
  • Print Length: 422 pages
  • Publisher: Chapman and Hall/CRC; 1 edition (October 17, 2014)
  • Publication Date: October 17, 2014
  • Language: English

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I received this book as an evaluation copy from CRC. I'm a graphics coder and occasional writer. CRC sent me a review copy, after my demand. This review is published from my blog; it naturally does not include the backlinks I had in the original post.

I’m a hard critic. I’m also an unpaid one: I invested several hours with this book, but certainly would not read it cover to cover (though I hope to find the time for you to do so with this one for matters I know absolutely nothing about). So, beyond a general skim, I determined to take a few graphics-related functions in enhance and see how well this book covered them. Typically the topics:

* Antialiasing, since it’s important to modern applications
* Phong shading vs. lights, since they’re different
* Clip coordinates, which is what vertex shaders produce

This guide is about computer graphics generally speaking. This has a concentrate on online techniques and uses WebGL for exercises (good plan! ), but also will try to give a larger view of the field. Theory is favored over practice. One factor in favor of this book is that I haven’t (yet) found any serious errors. I would expect no glaring errors from these authors, researchers all. Nevertheless, there are omissions or short explanations where a bit more ink would have been useful, along with a number of typos for important terms. At 375 pages (not including table of contents), this book overall feels compacted, given its scope. I sometimes found it terse and quick to leap to equations without enough background. To its credit, there are many helpful figures. The book suffers from not being fully in color, rather including just some color plates. Typically the small book page size makes the text feel a bit crowded.

Antialiasing: relatively abstract coverage, first speaking about line rasterization in HSV space. Mentions full-screen antialiasing, mislabelling it FSSA, but fails to note that this is rarely done in practice. Important antialiasing techniques for interactive rendering, such as MSAA and FXAA/SMAA/MLAA, are not described.

Phong: properly indexed and fully covered, and a warning given to the reader to not confuse shading with illumination. The between Phong and Blinn-Phong is covered, though it will not discuss that the exponent in each has a considerably different effect (Game Engine Architecture notes the exponent is “slightly different”, when in fact it’s with regards to a factor of 4 different – see “R. E versus N. They would Specular Highlights, ” in Graphics Gems IV). Strangely, fragment and vertex shaders are certainly not listed in the index, though fragment shaders are presented in the text for the exercises. Typo, repeated in the index: “Match banding” instead of “Mach banding”.

Clip coordinates: not incorrect, just disregarded. Clip space is briefly mentioned on page 117 and the text properly notes that it is not the same as NDC. Much else along the pipeline is dealt with in some detail, but clipping in homogeneous space is given a sentence. It has an interesting pipe figure on-page 121, but clipping is left out. DirectX’s range of [0, 1] for the Z axis of its space is not described. Classical clipping algorithms such as Sutherland-Hodgman are protected, but without mention of clip space vs. NDC space. Proper clipping for perspective views is sensation such as a lost art to me. It’s an easy subject to skip – the GPU does all the clipping nowadays – but some brief coverage can help save students from screwing up the w-coordinate when writing vertex shaders. The most effective (and brief) online explanations I’ve seen are here and here, and by “best” I mean “basically correct”. More on this topic later.

Summary: an average of three and a 50 percent stars out of 5, though it depends. This guide contains solid information, could be used as a textbook for teaching visuals, or possibly a fairly-reliable (though terse) reference. It looks hard to plow through if you’re on your own, and it is often more theoretic than practical. In the long term, this theoretical bent is a good thing for someone learning this area - a proper foundation will serve anyone well for life, vs. memorizing ever-evolving APIs – but the book does not feel strongly linked to present-day practice. For example , it scarcely discusses the various types of shaders – vertex, explode, geometry, and so forth The explode shader gets a passage, and no entry in the index. GLSL is mentioned but also does not need an index entry. Typically the geometry shader is never discussed. In fairness, vertex and fragment shaders are indeed used in the WebGL exercises, there’s simply not much explanation. Again, seems like an abridged book, in which the instructors in class would hang out on how to actually program shaders. I look forward to a second edition that is more fleshed out., This specific review has been made as a swap for a free book.

Prerequisites: JavaScript, HTML, Some SpiderGL
Linear Algebra, Calculus (differential, integration) are frequently found in book. Should you do not know these, you can still get through the book but it helps with at least some knowledge & definitely knowing their math symbols. Other mathematics such as trigonometry is employed too.

1. certain things read about elsewhere but understand more or for the 1st
time in this book
Some are:

how the 4-byte shadow mapping procedure is made; didn't understand this in the "WebGL Development Guide Book".

mip-mapping, stencil buffer, bill boarding, cube mapping, lighting
render-based rendering, ray casting, ray looking up
important info on converting between java script & WebGL arrays
using stacks (with SpiderGL) - to help with transformations

important info. about WebGL Rasterization-Based Pipeline & also the
Vertex Puller

2 . not extends one's knowledge on computer graphics -(kinds, applications,
theory, techniques). You'll find throughout, parts that are technical
& thorough.
Some advanced info.:

radiosity, photon tracing, illumination models, blurring filters
internal math for graphics such as finding pixels for fragments

3. program demos on website: I'm not sure how but there's possibly a way viewing multiple cars in the scene.
Download includes other helpful programs specifically the ones that help visually show you different lighting models on a car & lets you change their values.

4. explores many useful visual techniques required for a typical car & car scene. Some are:

make different cameras
reflection mirrors in the car
texturing the scene & routes (such as normal, shift, cube-mapping)
lighting, shadows,
motion blur (panning)
hentai shading
depth of field of the camera -the selection of depth where the objects
framed are in focus

1. not for beginners; reasons:
a. too technical & difficulty reading
b. various parts contain advanced (topics & math)

2 . not typeface color in book too light
3. at times the SpiderGL code not clarified
4. the coloured illustrations section doesn't contain all the colored
figures in the book. So there are figures that are colored although not
shown in color which may be challenging to understand.

5. no solutions to exercises
6. you don't make a car game but mainly learn how to apply visual effects to an automobile & scene & can view the scene in various camera modes
7. minor but many spelling typos; also these typos are in code:
Some dejadez is added below the review

The title offers an impression that it is a beginner's book. Unfortunately & disappointingly a possibility. The author should either change the title or make the necessary changes needed so that beginners can understand the book easily & comfortably.
Suggestion: Before reading any learning book, I would advise looking at the bibliography info. of it also, like this one for example. If you find matters like calculus, advanced concepts or any other in it that you're not expecting to read in the book then do further research on the book to check the content.
There's considerable webgl info. & certain parts easy to understand. However, those who want to explore computer graphics for the first time using webgl, will find this book overall too difficult & technical. A webgl book I recommend that I read & enjoyed is "WebGL Programming Guide" pub. by Pearson.
In phrases of computer graphics knowledge, the book offered many beneficial ideas. I learned a great deal & explored matters I wanted to eventually read about. I prefer the author's time & effort that he put into making possibly the first book of this kind. Particular sections, while technical, was standing out & read properly.

Handy Reference
Recommended for Intermediate-Advanced readers

| = separator
g =paragraph

PageRef. | Corrections: (spelling, code other)

don't know very well what page | column not colums

37 | gl_FragColor = vec4(0. 0, 0. 0, one. 0, 1. 0) for blue

62 last g: | ends at the point P subscript 3
75 final p: middle: | types:
107 first p: | p & p' lie

120 in 4. 8 Upgrade Your Client-section | If referring to in this book only & not the code, no track objects were created in Area 3. 9

127 final p: | uModelViewMatrix
128 right above last p: | Ur subscript x(-30degrees)

147 second p: | no definition of simplex in Area 3. 2 or any in book
163 should be re-checked that the correct bit-wise operators and expressions are utilized on the page
above the Note p: | bottom part right info: b subscript -x (p) should be b subscript -y (p)

182 under diagram: Figure 6. 8 | Bidirectional Reflectance Distribution Function (BRDF)

190 under 6. 6th. 2 2nd p: | transformed surface
above diagram at bottom: | by the inverse transpose

223 second p: | (u, v) is expressed in texels
229 second p: | //both times MIPMAP is mis-spelled
232 last g: right before last phrase | color attachment

239 last p: | mistake?: compute the refraction direction (I think should say reflection)

241 Listing 7. 9: description | Producing the reflection map on the fly.
247 p: right above 7. 8. 4. one Computing the Tangent Body section | simply by transforming

249 last g: | Does g always exist?
264 2nd p: middle | in Equation (8. 2) is not done
278 under section 9. 2. 2 | to sprites that can be zoomed

309 the 2nd grayed block of code on pg: | don't know if the expression should give Ur, G, B a value > 1
which it can

333 in the computer code near to the top, first if statement | mistake: includes extra or incomplete )
353 under Final Gathering section | mistake: Section 2 . not 2. 3, 2. 2 . not 2 are not about exactly what is being said here

355 in A. 1 Elements of the Scene | under NVMC. Race. prototype

357 towards the top: | A streetlamp
359 near to underneath above the words Section 5. one. 2. 2 | the info. shown above isn't clear in what it means

371 at the top: | global parametrization

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Introduction Computer Graphics Practical Geometric
Average Rating: 4.09
Votes: 9
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