It is mainly outdated: many topics like graphics hardware and UI design are no more relevant for today's standards. Some topics are presented in great detail, others are barely explained. It should be also noted that this book is really math intensive, even when it is not strictly necessary. But it has the best description of 3D transformations algebra using a matrix form for equations in homogeneous coordinates. The best in the market for this subject. I'm really looking forward for the new edition that will be out in a few months. By the way, don't expect working code here: it uses only pseudo-code for algorithms. The C part of the book uses SPHIGS, an outdated graphics library: I hope the next edition will use OpenGL for its explanations, expecially for raster algorithms....Continua
Computer Graphics is about computer graphics and principles. This book has four authors, who are experts in their field. It has a hardcover, is richly illustrated with color plates and lots of figures. If the code had syntax highlighting, then it would have been even better.
Chapter 1 covers the basics. Chapter 2 is about SGRP (Simple Raster Graphics Package). Chapter 3 presents basic raster graphics algorithms for drawing 2D primitives.
Chapter 4 describes graphics hardware. Chapter 5 introduces geometrical transformations. Chapter 6 discusses viewing in 3D, projections and perspective.
Chapter 7 is dedicated to SPHIGS (Simple Programmer’s Hierarchical Interactive Graphics System). Chapter 8 is the first of three chapters on GUI’s. These three chapters are low on mathematics and code. Dialogue design is the title of Chapter 9. Chapter 10 examines user interface software.
Chapter 11 is about representing curves and surfaces. Finally, we get back to some code and mathematics. Chapter 12 builds on the previous chapter and continues with solid modeling. Sadly, no code in this chapter. Achromatic and colored light is the subject of chapter 13. This is a fun chapter, however, the lack of color usage in this chapter about color seems paradoxical to me.
In Chapter 14 we embark on a quest for visual realism. Chapter 15 is about visible-surface determination. Chapter 16 discusses illumination and shading.
Chapter 17 explores image manipulation and storage. Chapter 18 discusses advanced raster graphics architecture. Chapter 19 describes advanced geometric and raster algorithms.
Chapter 20 concentrates on advanced modeling techniques. Chapter 21 brings to life animation.
As I said above, this book is written by four authors. Obviously, this means that the writing style differs between chapters. Some chapters have no code or mathematics. Some chapters have one or the other. These are not my favorite chapters. The code examples are written in C or sometimes in pseudocode that looks a lot like C, so you need to have some knowledge of C.
The book is quite thorough and seems pedagogically sound. It is considered a “classic” for many reasons. Personally, I learned a lot about computer graphics algorithms. I give this book 4 stars out of 5....Continua
One of the most famous and complete computer graphics books. Now some of it could be a little outdated but it's a book that I really enjoyed reading and that gave my career a nice boost.