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Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition, by Sumanta Guha
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From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents 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 code 3D scenes and animation, including games and movies.
The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations.
New to the Second Edition
- 30 more programs, 50 more experiments, and 50 more exercises
- Two new chapters on OpenGL 4.3 shaders and the programmable pipeline
- Coverage of:
- Vertex buffer and array objects
- Occlusion culling and queries and conditional rendering
- Texture matrices
- Multitexturing and texture combining
- Multisampling
- Point sprites
- Image and pixel manipulation
- Pixel buffer objects
- Shadow mapping
Web Resource
The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).
- Sales Rank: #796224 in Books
- Published on: 2014-08-06
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 7.25" w x 1.50" l, .0 pounds
- Binding: Hardcover
- 951 pages
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
Most helpful customer reviews
5 of 5 people found the following review helpful.
Best introductory CG book available
By Alex
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.
2 of 2 people found the following review helpful.
Excellent Interaction; Difficult Sections; Lots of Math; Best CG Book I've read so far
By Anonymous787
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.pdf
Cons:
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 & advanced
2. Compared to Frank Luna's "Introduction to 3D Game Programming with
DirectX 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 author
3. 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 Well
See also Preface:
pg vii TOC
pg xxiv Capsule Chapter Descriptions
Conclusion:
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.
ERRATA
Code
pg136 clown3.cpp -some helix values possibly incorrect
QuadraticSplineCurve.cpp, CubicSplineCurve2.cpp - in comment
says shift but it's the space bar
Experimenter Source doesn't have:
pg413 fakeT.cpp
Appendix A TurnFilm.cpp
Book
pg491 Figure 12.15 v0v1v2 not v1v2v3
pg718 in the denominator in the formula at the top , the part that's
1/ 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+4
pg816 Figure 21.22b V should be 2N + 4 not 2N + 3
pg 875 Figure C.1c Y isn't shown
pg880 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
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