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Principles of computer graphics : theory and practice using OpenGL and Maya
Govil-Pai S., Springer-Verlag New York, Inc., Secaucus, NJ, 2005. Type: Book (9780387955049)
Date Reviewed: Nov 16 2005

This is a very lively introduction to the wonderful world of computer graphics (CG), geometric modeling, and animation. After examining the material, I concluded that it fully accomplishes what is promised on its back cover; it provides an integrated balance of fundamental theoretical concepts and code development/manipulation, and uses a commercial (but free) software system. Rightly, emphasis is placed on implementing concepts in the OpenGL environment, as this has already been established as a standard tool for developing CG applications.

The volume is divided into three sections, devoted to two-dimensional (2D) graphics and modeling, three-dimensional (3D) graphics and worlds, and 3D animations. More specifically, chapter 1 explains what exactly a computer image is, and how 2D shapes and colors are displayed on a computer screen. Theory is followed by a detailed discussion of OpenGL examples, which is true for all chapters of the book. Two-dimensional geometric transformations are vital for CG, and are analyzed in chapter 2, where CG issues (like double buffering) are nicely blended with linear algebra. Storing and manipulating image files is a subject often ignored by standard CG books; this issue is very important in practice, and the author devotes chapter 3 to it. Then, the author surprises the reader with an early discussion, in chapter 4, of a real-world application, a 2D computer game. This concludes the first section of the book.

The second section (“It’s 3D Time”) starts with this volume’s largest chapter (chapter 5), which discusses the representation and manipulation of 3D geometric models; emphasis is placed on hierarchical modeling, which I find to be a very wise strategy. Rendering is the cornerstone of any CG system; chapter 6 analyzes related methods, including highly modern techniques like vertex shading. Chapter 7 is devoted to advanced techniques in geometric modeling, as well as in rendering. The reader is briefly introduced to mathematical models for curves, surfaces, and solids, and to two important rendering methods: ray tracing and radiosity. Chapter 8 expands the scope of the book beyond theory and code development, into professional work with commercial ready-to-use CG systems. Here, the free product, Maya Personal Learning Edition (PLE), is employed to guide the reader in using the knowledge already gained in composing and rendering a virtual world.

The concluding collection of chapters is focused on 3D animations. Fundamental concepts and current computer animation methods are explored in chapter 9. Chapter 10 offers additional animation methods based on camera movement, vital for many applications like scientific visualization and computer games. The final chapter, chapter 11, builds on all of the knowledge offered, and guides the reader in developing a complete movie using Maya PLE.

If I had to complain about something, it would be the production quality of the book. For example, the page layout is far from satisfactory; the page numbers and the chapter titles, at the top of each page, look like they would appear in a very poor photocopy; the presentation of the computer code could be better; and the quality of most of the pictures in chapter 8 is poor. Also, I noticed that subchapter 6.8 does not appear in the table of contents.

With regard to the content of the book, I think that this is an excellent contribution, both for professional and academic use. The text is highly appropriate for the professional seeking to learn more about 3D graphics, modeling, and animation, and the work can serve as the foundation for an introductory graphics, modeling, or animation course in any (nontechnical) curriculum; advanced CG is becoming a standard tool in many fields of professional and academic work.

Reviewer:  Nickolas S. Sapidis Review #: CR132037 (0610-1027)
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