Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) Hardcover – Mar 31 2011
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About the Author
Edward Angel is a professor of computer science, electrical and computer engineering, and media arts at the University of New Mexico. He holds a PhD from the University of Southern California and a BS in engineering from the California Institute of Technology. He is also the director of Art, Research, Technology, and Science Laboratory (ARTS Lab) and the Arts Technology Center at the University of New Mexico. He is the author of Interactive Computer Graphics and OpenGL: A Primer .
Dave Shreiner is a computer graphics specialist at ARM, Inc. He's been working with OpenGL since its inception at Silicon Graphics Computer Systems (SGI). During his 15-year tenure at SGI, he authored the first commercial OpenGL training course, co-authored the OpenGL programming guide and reference manuals, and engineered OpenGL drivers for a multitude of different systems.
Dave's been working in the computer graphics industry for the past two decades, where he's authored applications for flight simulators, scientific visualization, production animation, and numerous other disciplines. Also passionate about educating programmers about OpenGL and computer graphics, he's presented lectures and short courses at conference world wide, including SIGGRAPH and the Games Developer Conference.
Most Helpful Customer Reviews on Amazon.com (beta)
At the moment, with the exception of the OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) it is the only book I found on the subject. Having looked at both of these books I liked Angel's better, but it still leaves a lot to be desired.
To supplement this book I would recommend the tutorial by "arcsynthesis" which is really good.
I learned mostly from the tutorial and supplemented the theory side with the book.
About the book:
The book covers graphics theory in a decent way, although I find it quite dry and hard to follow at times;
but most of the stuff needed is there.
On the examples side it is quite bad.
Some examples printed in the book are different from the ones available for download. The download ones are buggy compared to the printed version. As well the code is nicely organised in the book, however, the code online is horrible in my opinion, and on top of it all the makefiles provided don't work. Hopefully they will get fixed soon.
Another thing I found annoying is when the author claims the code is in the back of the book, but it is not.
example: Chapter 2 3D Gasket, on pg 97 says that "The complete program is given in Appendix A", and it is not.
I guess it needs better editing.
I thought that this book was quite good explaining the theory of computer graphics while using OpenGL (Core Profile) for the API for the practical side of things. I really liked the fact that the core profile of OpenGL was used for the code examples. This is definitely the way to go for OpenGL. The fixed function pipeline is on its way out. Also I'm glad the author discussed shaders and buffers so early on in the book rather than use a wrapper library. The book contains excellent exercises for students to answer, although I didn't really go into them.
Since OpenGL was used after the theory was explained I felt I needed to read up further on the OpenGL commands from the OpenGL website as a reference. I had some trouble in getting the code to work on Windows 7 64 bit using MS visual studio 2010 express edition. I ended up downloading the latest versions of glew and freeglut rather than using the libraries that the author had packaged in a zip file with his code. I also had to fix a bug in the code that read from the shader files. There are a few other mistakes too regarding offsets of buffer data in vertex array objects. The code example of bump mapping is just plain wrong and I haven't got it to work yet. The author does give me a framework to use for setting up OpenGL but code examples should always work and not be so difficult to setup. I really wish the author had put just a little more effort with some of it. The book is a little expensive too. It's double the price of some other books on the market on the same subject e.g. OpenGL Superbible 5th Ed which I also own (although that book is just plain terrible with use of a wrapper library for vertex arrays, at least its code works right off the bat).
As a side note, I had to put the line glewExperimental = GL_TRUE; just before the glewInit() function call before things worked. I'm not sure if this is because of my version of Windows or not.
Overall, I give three stars as the theory was really good though I felt at this price the quality of the code was lacking.
and is well updated. Very useful if you will do computer graphics with OpenGL and C++
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