Introduction to Computer Graphics
David Eck, Hobart and William Smith Colleges
Pub Date: 2016
Conditions of Use
This book is a guide for how write graphics programs using OpenGL and WebGL. It does not provide a an explanation of the concepts, methods, read more
This book is a guide for how write graphics programs using OpenGL and WebGL. It does not provide a an explanation of the concepts, methods, mathematics, physics algorithms, science, psychology, etc., etc., that one would find in a standard graphics text book, such as the ones by Foley et al., Shirley, Hearn & Baker, etc., etc.
That is fine
That is fine.
That is fine.
That is fine.
That is fine.
no problems (and not a relevant question)
I would like to reiterate my overarching concern that this book is a guide for how write graphics programs using OpenGL and WebGL and does not provide a an explanation of the concepts, methods, mathematics, physics algorithms, science, psychology, etc., etc., that one would find in a standard graphics text book, such as the ones by Foley et al., Shirley, Hearn & Baker, etc., etc. As such, it is reminiscent of the Open GL Programming Guide by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner. This would be a useful adjunct to a real computer graphics text book, such as the ones by Foley et al., Hearn & Baker, or Shirley but would not provide a suitable replacement for a real computer graphics textbook like that.
The contents of the book cover many topics in computer graphics that should be enough for an introductory level computer graphics course. However, read more
The contents of the book cover many topics in computer graphics that should be enough for an introductory level computer graphics course. However, some contents might need a little more explanation (e.g., Bezier curves) and I would like it to include a coverage in clipping algorithms.
The contents of the book seem very accurate. There are a variety of computer graphics topics covered, some more in details than others, with simple examples and interactive demos and these seem to be accurate.
The book primary covers the basics in computer graphics. While some contents are not the most up-to-date materials, they are very adequate for introductory level computer graphics courses. I would personally use a different platform than Java in a computer graphics course, but the contents can be adapted to others.
Most of the contents are clear and adequate for a computer graphics textbook. However, there are a couple of topics that I would have like it to cover more in depth so that it might be easier for students to understand the topics.
The author presented the contents very consistently. The same approach is used to explain various computer graphics topics.
The took is easily and readily divisible into smaller reading sections. For example, I would cover some subsections from different chapters with other subsections and the book contents seem to be modular to do so.
In general, I like the organization so that the contents are introduced in a logical way. However, there were a couple of sub-topics that could be combined with other sub-topics if I were to teach a computer graphics course with the book.
There was no interface issue I could find. Links and demos that I checked all work properly.
No grammar mistake was found.
I don't think this question is related to the contents of the book. But the book had no issue for the point.
The book covers both 2D and 3D computer graphics topics with examples and demos. It should be a good textbook for an introductory level computer graphics book.
The author intentionally and most understandably designed this text to present material for a one semester undergraduate course. Thus the topic read more
This book's content is accurate with a few typos.
As I have already mentioned, I strongly suggest the author drop all references to OpenGL 1.1 except in a section on the history of OpenGL. I agree that geometric modeling, transformations, color, lighting, textures, animation are fundamental but students (and industry) seem to ignore academics who present any ideas with what they (students and industry experts) perceive as outdated technologies.
The text is as clear as its "commercially available" counterparts.
The text is mostly consistent in terms of terminology and framework. A minor complaint is the occasional tense switch between first person singular and first person plural.
The text is written with an approach in mind....the topics can be rearranged with moderate effort.
The organization is understandable, logical, and clear.
It would be helpful if all figures and demos were numbered and labeled. Maybe later editions could include interactive exercises that would assess student understanding.
A few typos but nothing glaring.
This text avoids cultural references. Maybe it could offer more references to graphical software, games, animations, and special interest groups such as ACM SIGGRAPH, SIGCHI, and IGDA (International Game Developers Association).
I would include this text as a supplemental resource to for my students.
Table of Contents
- Chapter 1: Introduction
- Chapter 2: Two-Dimensional Graphics
- Chapter 3: OpenGL 1.1: Geometry
- Chapter 4: OpenGL 1.1: Light and Material
- Chapter 5: Three.js: A 3D Scene Graph API
- Chapter 6: Introduction to WebGL
- Chapter 7: 3D Graphics with WebGL
- Chapter 8: Beyond Realtime Graphics
Appendix A: Programming Languages
Appendix B: Blender: A 3D Modeling Program
Appendix C: Gimp and Inkscape for 2D Graphics
Appendix D: Source Code for Sample Programs
Appendix E: Glossary
About the Book
Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals of computer graphics and computer graphics programming. This book is meant for use as a textbook in a one-semester course that would typically be taken by undergraduate computer science majors in their third or fourth year of college.
About the Contributors
David J. Eck Ph.D. is a Professor at Department of Mathematics and Computer Science at the Hobart and William Smith Colleges.